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Changelog
Doug edited this page Sep 9, 2024
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Current Release: 1.0.95
- HD resolution support
-
Pathfinding Improvements
Better long range navigation, reduced "zig-zag" phenomenon -
Bug fixes
Many crash issues and hangs fixed, such as the infamous Elemental Node lag and Scather hang
Dozens of spell & ability fixes, UI glitches, and many other bugs -
UI Improvements
QoL improvements: Alt-click to sell items when bartering, ctrl-click to quickly increase skill points when leveling up, right-click to assign stats in character creation, Enter key to confirm various dialogs, "Next" button for looting, extra info in various UIs -
New Races & Classes
12 Prestige Classes such as Arcane Trickster, Dwarven Defender, Mystic Theurge, Ultimate Magus
6 new Base Classes such as Favored Soul, Swashbuckler, Warmage -
New Feats and combat actions
Over 60 new feats including Battlecaster, Divine Might, Practised Spellcaster, Sudden Metamagic
Disarm Attack, Shield Bash, make Trip Attack of Opportunity & use Trips attack as part of Full Attacks -
House Rules options
Including: number of point buy points, HP on levelup, townsfolk tolerating monstrous companions, fast sneak animation, party-wide dialogue skill checks, NPC stat boost -
AI enhancements & fixes
Including usage of 5' step + Full attack, waking up sleeping friends, breaking free from Web/Entangle, better awareness of warding spells & threat level -
Dungeon Master
Allows to spawn & edit creatures on the fly, and even control them in combat! -
Vastly improved modability & Python API
Create new classes, races, actions and status effects all via python
Note: New feats, classes and races are optional. Use configuration menu to enable.
- Core team members: doug1234, Pugmeister, Sagenlicht, Sitra Achara
- Contributions: anatoliy, AugustDrake, dolio, edoipi, IPDT_FE, marc1967, Pygmy, Risewild (see changelog history for more details; sorry if I forgot anyone)
- Everyone who helped with testing, feedback and bug reports! (too many to list...)
- Faster loading time
- Display:
- Upgraded to DX11
- 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
- Font Rendering with DirectWrite, with configurable font replacement mapping (tpdata\fonts\mapping.json)
- Added ImGui library for debug UIs
- Capped scrolling speed to 66 FPS equivalent to accommodate fast modern 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)
- UI
- Added Alt-click to quickly sell items to vendors or transfer to chests
- Added Shift+click for long description to vendor inventories
- Hotkey configuration now gets saved to file, and applies it to new games
- Spellbook now sorted alphabetically
- Character Creation:
- Expanded character creation portraits to 8
- When rolling stats, right click the number to assign to the first empty stat
- Ctrl+click Skill Increase button will increment by 4. (Alt+click works too)
- Console: Replaced with entirely new UI, including menus
- Added "Next" button to looting UI. Allows for quickly cycling nearby lootable critters.
- Added Enter key shortcut support for:
- UI popup . Affects the "Overwrite save game?", "Are you sure you want to remove this character?" dialogs and a few others.
- Item Transfer Slider UI
- Multi-select target picker UI.
- 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
- Added descriptions for all craftable effects
- Item description box extra information:
- Caster Level and Spell School for Potions & Scrolls
- Whether scrolls are Divine or Arcane
- Remaining charges for Wands
- Item tooltip when buying items will warn of item non-proficiency
- Crafted wands will have their Caster Level appended to their name
- Added MMB scrolling (hold and move to scroll)
- Expanded the scrolling margin in windowed mode
- Levelup lists for Feats & Spells now use the Priory-12 font (as in Co8), made text boxes slightly bigger / more spaced out
- Bardic Music remaining uses displayed in the radial menu.
- Radial menu inventory item will display quantity (charges / number of items in the stack) for potions, scrolls and wands.
- Radial menu will display Turn Undead remaining charges
- Added charges remaining display for Staffs in inventory UI box
- Improved Pickpocket feedback on usage result
- Added Arcane Spell Failure roll to roll history console
- Crafted shields, weapons and armor long descriptions (shift click) now display all added effects
- New Tactical Combat Options:
- 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.
- 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)
- Added "Prefer One-Handed Wield" option to let characters with Bucklers go one-handed rather than two-handed with their weapons.
- Added option for default action being 5 foot step + full attack when possible.
- Shield Bash
- New Classes: (optional)
- Prestige Classes: Arcane Archer, Arcane Trickster, Assassin, Blackguard, Dwarven Defender, Duelist, Eldritch Knight, Mystic Theurge
- Non-core classes: (enabled with Non-Core Materials option)
- Abjurant Champion
- Beguiler
- Favored Soul
- Fochlucan Lyrist
- Scout
- Stormlord
- Swashbuckler
- Ultimate Magus
- Unseen Seer
- Warmage
- New playable Races: (optional; to enable, use the House Rules configuration menu)
- Subraces: Aasimar, Aquatic Elf, Drow, Duergar, Ghostwise Halfling, Gold Dwarf, Gray Elf, Strongheart Halfling, Svirfneblin, Tallfellow Halfling, Tiefling, Wild Elf, Wood Elf
- Monstrous Races: Bugbear, Hill Giant, Troll
- New Feats:
- Deadly Precision
- Divine Might
- Greater Two-Weapon Fighting
- Greater Weapon Specialization
- Improved Disarm
- Improved Precise Shot
- Improved Shield Bash
- Reckless Offense
- Sharp-Shooting
- Superior Expertise
- Barbarian Rage high level feats: Greater Rage, Indomitable Will, Tireless Rage, Mighty Rage
- Monk high level feats: Diamond Soul, Quivering Palm, Empty Body, Perfect Self
- Non-Core feats: (Need to enable Non-Core Materials)
- Active Shield Defense
- Agile Shield Fighter
- Augment Healing
- Axiomatic Strike
- Battle Blessing
- Battle Caster
- Brutal Throw
- Captivating Melody
- Craven
- Crossbow Sniper
- Daring Outlaw
- Deadly Defense
- Deft Opportunist
- Divine Armor
- Divine Metamagic
- Divine Shield
- Divine Spell Power
- Divine Vigor
- Extra Edge
- Extend Rage
- Extra Music
- Extra Rage
- Extra Smiting
- Extra Stunning
- Extra Wild Shape
- Favored Power Attack
- Ki Blast
- Fiery Ki Defense
- Fiery Strike
- Fists of Iron
- Flying Kick
- Freezing The Lifeblood
- Improved Buckler Defense
- Improved Favored Enemy
- Improved Rapid Shot
- Improved Skirmish
- Karmic Strike
- Lingering Song
- Melee Weapon Mastery
- Melodic Casting
- Natural Bond
- Oaken Resilience
- Oversized two-weapon fighting
- Pain Touch
- Power Critical
- Power Throw
- Powerful Charge, Greater Powerful Charge
- Practiced Spellcaster
- Quicken Turn Undead
- Ranged Weapon Mastery
- Rapid Metamagic
- Reckless Rage
- Shield Charge
- Shield Specialization
- Shield Ward
- Shielded Casting
- Staggering Strike
- Sudden Empower/Enlarge/Extend/Maximize/Quicken/Silent/Still/Widen
- Swift Ambusher
- Telling Blow
- Two Weapon Rend
- Versatile Unarmed Strike
- Vexing Flanker
- Wolverine's Rage
- Zen Archery
- New spells: (Co8 only or non-core)
- Accuracy
- Allegro
- Angelskin
- Awakin Sin
- Blades of Fire
- Blast of Flame
- Blessed Aim
- Blessing of Bahamut
- Cacaphonic Burst
- Camouflage
- Conviction (and mass version)
- Curse of Ill Fortune
- Curse of Impending Blades (and mass version)
- Deific Vengeance
- Demon Dirge
- Demonhide
- Devil Blight
- Disrupting Weapon
- Dissonant Chord
- Divine Protection
- Energy Drain
- Energy Vortex
- Enervation
- Faith Healing
- Fireburst (and greater)
- Focusing Chant
- Foresight
- Frost Breath
- Greater Mirror Image
- Hail of Stone
- Heart Ripper
- Herald's Call
- Hunter's Eye
- Invisibilty Swift
- Ironthunder Horn
- Mass fire shield
- Mind Blank
- Moment of Prescience
- Nightshield
- Nixie's Grace
- Orb of Acid/Cold/Electricity/Fire/Sound (and lesser versions)
- Prismatic Ray
- Quick March
- Ray of Exhaustion
- Ray of Light
- Resist Energy Mass
- Resistance Greater
- Resistance Superior
- Serene Visage
- Sirine's Grace
- Slashing Darkness
- Sound Lance
- Sticky Fingers
- Sure Strike
- Tactical Precision
- Touch of Fatigue
- Touch of Madness
- Undersong
- Vigor, Mass Lesser (and improved version)
- Visage of the Deity Lesser
- Waves of Exhaustion
- Waves of Fatigue
- Wave of Grief
- 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 Wolf (at level 8), 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
- Bards:
- Added bard songs Suggestion, Inspire Heroics, Song of Freedom, Mass Suggestion
- Fascinate is now multitargeting (however, targets will get to roll a saving throw every round in combat!)
- Inspire Greatness & Heroics multitageting
- Dungeon Master UI that allows you to spawn creatures and modify them, control them in combat, and more.
- Python:
- Python upgraded to 2.7
- Python API vastly expanded (see e.g. ObjHandle methods)
- Added Pybind11 plugin to allow exposing C++ classes & functions to Python.
- New python module "tpdp" for extending ToEE Modifiers (Conditions) via Python. See pymod_example.py inside tpgamefiles.dat.
- New python builtin module "char_editor" for levelup related things. See rules\char_class inside tpgamefiles.dat.
- New python builtin module "tpactions" for action related things. See rules\d20_actions inside tpgamefiles.dat.
- 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
- 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
- AI will check for nearby opponents before using potions (to prevent provoking AoOs)
- AI will now sensibly take 5' steps (e.g. to take advantage of Full Attacks if the target is just out of range)
- AI will now regard threat level before taking 5' step (i.e. it will disregard things such as low level summons when deciding whether to back off with a 5' step)
- Improved AI combat activation (KOS AIs will trigger others who are within sight or a short pathable distance, so no more triggering mobs one by one)
- Archers with no LOS will attempt to approach targets until they have LOS.
- AI can now throw daggers
- House Rules Options
- Dialogue Party Skill Checks - uses highest skill level for dialogue skill checks
- 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
- NPC Hitdice configurable: Normal, Average or Max
- NPC Stat Boost - increases difficulty by giving a boost to all NPC stats (except party members)
- Allow XP overflow option, so it can accumulate beyond the next level's XP
- Slower Levelling option - substantially slows down XP gain after level 3 so you lag 1-2 levels behind a normal game
- Fog of War options (normal, unfogged, always fogged)
- Tolerant Townsfolk option (NPCs will converse with you even if you have monstrous party members)
- Transparent NPC Stats (shows NPC exact HP and NPC followers' stats in the character UI)
- Show Hit Chances - shows the to hit chances in action preview mode. (this only worked when unarmed or using a thrown weapon, this has now been fixed and converted to a HR option)
- Disable doors re-locking when returning to map
- AIs alerting each other across rooms toggle option
- Wild Shape Usable Items. Allow you to retain bonuses from some of your equipment while wildshaped (Bracers, Cloaks, Helmets, Necklaces, Rings) and to use potions.
- Metamagic Stacking - allows stacking several MM effects including Widen, Enlarge and Extend. (Converted from Moebius Patch modification to be optional rule)
- Lax Rules options to ease some restrictions:
- No alignment requirements for Prestige Classes
- No spell requirements for crafting Magic Arms & Armor and Craft Wondrous Items
- Point buy stats uncapped (so you can go over 18 and below 8)
- No alignment restrictions on party members with respect to party alignment
- Cancels multiclass XP reduction penalties
- Stricter Rules Enforcement option:
- Corrects Grease spell radius to 5 feet
- Tower Shield attack penalty
- Disable Screen Shake - disables the screen shake triggered by animations (e.g. the Hill Giant's movement animation; useful for PC races)
- 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:
- Try to path from 2nd last pathnode directly to destination. This prevents going to the pathnode and then doing a backtrack to the actual destination. Note: if no clearance data is available, it will only attempt this with a straight line path.
- Relatively short paths that go through only two neighboring path nodes - will attempt direct path.
- 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
- Added Wall of Fire spell (available for Co8 users only since it's new-content oriented)
- 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)
- Touch spell charges will now not discharge unless the touch attempt is successful ("Holding the charge").
- Added support for Weapon-like Spells, which will benefit from Sneak Attack damage Affected spells include: Scorching Ray, Chill Touch, Vampiric Touch, Produce Flame, Ray of Frost, Acid Splash, Melf's Acid Arrow, Inflict X Wounds, Disintegrate, Polar Ray, Meteor Swarm, Magic Stone, Searing Light, Flame Tongue
- Dismiss spell now shows a submenu where you can select individual spells to dismiss
- Added the missing particle effects to Summon Nature's Ally and Summon Monster spells (Co8 only)
- Crafting Improvements
- 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, Energy Resistance, Freedom, Silent Moves, Shadow, Bashing
- Optional effects (enabled with Non-Core Material option):
- Berserker, Hunting, Precise, Warning
- Armor/Shield: Axeblock, Hammerblock, Spearblock, Twilight Armor (-10% spell failure chance), Agility, Nimbleness, Stamina, Mobility, Quickness
- Altered Scribe Scroll and Craft Wand 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)
- Expanded Craft Magic Arms & Armor:
- Moddability
- New classes can be defined via scripts, and existing ones can similarly be altered:
- Spells per day, spells known per level, spell lists (you can now create custom spell lists for new classes), spell Readying Type (Vancian / Spontaneous)
- Class skills and Skill points per level
- Class bonus feats
- Hit Dice, BAB type, favored Saving Throw types
- New races definition infrastructure - similar to the above approach for Class definitions via script
- Many new python commands useful for modding
- Feat properties externalized to .tab file
- New feats definable via .txt files in rules\feats, with scriptable custom prereqs
- Python based definition of new Modifiers (aka Conditions)
- Externalized radial menu choices to the rules\spells definition files (this is through added support for "choices: " and "proto choices: " lines)
- New Action definitions via python files (rules\d20_actions)
- Support for third-party extender files for many specification files, such as protos.tab. See info in wiki entry.
- rules\spells entries: extended Moebius' max_targets mod to the following format max_Target: -daabc So the max number of targets is then min(aa, ( caster_level - d + b) / (c+1)
- Added infrastructure for defining new Status Indicators via formatted text file entries. See wiki entry.
- Generalized Arcane Armor Spell Failure for use with Python Modifiers (use with new query key EK_Q_Get_Arcane_Spell_Failure to modify item failure chance)
- Added support for Wall-type spells
- New classes can be defined via scripts, and existing ones can similarly be altered:
- Added logging for to-hit rolls so you can see for yourself if the RNG is fair :)
- Implemented Trip Weapons (weapons that do not trigger AoO on trip attempts): Flails, Gnome Hooked Hammer, Guisarme, Halberd, Scythe, Sickle, Spiked Chain.
- Added KotB support
- (Co8) Ring of Resonance now works for Sorcerers and Bards too
- Monk gets to choose a feat at level 6 now (Improved Trip or Improved Disarm)
- Full Attack initiated as a default click action will now allow carryover of remaining attacks if the target becomes unconscious.
- Cast Defensively will be disregarded out of combat or if there are no threatening critters (it's annoying when you fail the concentration check when out of harm's reach just because you forgot to turn it off!!!)
- Added sound on levelup (LEVEL_UP.WAV from the original game files)
- Left clicking on NPCs to talk will now only pick from amongst PCs to perform the action
- Left clicking on door icons will now only pick from amongst PCs to perform the action
- Added weapon type: mindblade
- Added support for modular portrait packs
- Camping will now consider HD for healing rate (so animal companions don't require a huge amount of days to rest).
- Resting for 24 hours or more will trigger accelerated healing if you have a Druid or a Cleric in your party (to approximately account for casting healing spells in between rests - benefit is calculated as Cleric spell level x5 or Druid spell level x4).
- Added Walk Distance option to make characters walk short distances (instead of running). Walk distance is user configurable, override with holding ctrl and toggleable with numlock.
- 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
- Fixed crash caused by bad music stream allocation
- Fixed crashes resulting from leftover bad handles on initiative list (cleans up when changing maps)
- Fixed crash issue in the NPC looting function when more than 3 NPCs are present (only appears in non-Co8 games since Co8 has the Humble NPCs mod so it never executes anyway)
- Fixed Magic Circle vs. Alignment crash issue
- Fixed Worldmap crash on high resolutions (due to terrain type bitmap)
- Fixed Worldmap crash when exiting a random encounter map and changing destination to one of the Co8 maps instead of the original destination.
- Fixed crash when AI tries to back off but target is not set
- Fixed crash when reopening dialog tab after map change
- Fixed crash when summon monster proto is undefined
- Fixed crash related to unfulfilled Counterspell action
- Fixed crashes resulting from corrupt radius (when radius was very large, object queries could cause a buffer overflow)
- Fixed crash when shooting projectile into the same tile (e.g. when firing at an adjacent foe and missing, the random offset could cause this scenario)
- Fixed crash for Cleric level >20 in spellbook UI
- Fixed turn-order issue when interrupted with Ready Vs. Spell while doing ranged touch attack with Produce Flame; could result in losing your turn and crashing
- Hangup issues fixed:
- Fixed Fragarach / Scather AoO hang when attacking fire creatures
- Fixed hang when dual wielding Fragarach + Scather
- Fixed hang when updating inventories of characters with abnormally high STR from cheats
- Fixed Secret Door bug (where Secret Doors would stop showing for the rest of the game)
- Fixed Node lag bug (Off-screen Particle System expiration bug)
- Fixed NPC/party banter:
- Voiced comments about scenery will now play in practice - changed to be prioritized over text-only lines (previously, NPC voiced comments had virtually zero chances of playing)
- Fixed "Party Banter Text" option being reset after save/load
- 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)
- Fixed savegame screenshots not getting updated when overwriting a save
- Concealed enemies (hidden or in the Fog of War) will no longer display the targeting circles for AoE spells. (visual fix only - they will still be affected by spells cast if they are within the AoE). Lax Rules overrides this :)
- Fixed inventory tooltip display of Keen weapons' critical threat ranges (used to add a flat 2 to the range; note that the actual calculation was correct)
- Fixed Home key / clicking on portrait not centering the screen if Scroll Acceleration is off
- Fixed casting spell with multiple targets selection issue - will no longer reset targets when mouse goes into fog of war
- Fixed Craft Wondrous Items prerequisite printout with 'O' condition (e.g. Monk's Belt used to print "null")
- Fixed levelup feat selection issue where right clicking on feat bypassed check if you already had it (Atari bug #343)
- Fixed Metamagic visual glitch when adding metamagic to the highest known level or above it (it would place it at the top of the list, and not create a new Spell Level label if necessary). Known issue: when the new level is 9, it still doesn't add the label, so it could appear to be level 8 or lower.
- Fixed scrolling in Save/Load Game UI (previously it only worked while the mouse was over the scrollbar itself)
- Fixed issue with using number keys to select response, where it would change the selected character at the end of dialogue
- Fixed arrow keys scrolling the game when window is out of focus
- Spell Fixes:
- Fixed various spell permanency issues (e.g.) - will now garbage collect spells when resting
- 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 Keen Weapon effect stacking with itself and with Improved Critical
- Fixed Natural Armor stacking bugs: Righteous Might, Barkskin and Amulet of Natural Armor will no longer stack with each other (but will stack with NPC AC Bonus)
- Fixed Spell Resistance spell stacking (reproduces Co8 SpellSlinger fix)
- Fixed Righteous Might various wrong bonuses (reproduces Co8 SpellSlinger fixes)
- Fixed Blink defensive miss chance to 50%
- Fixed Divine Power preventing Weapon Enh Bonus from stacking
- Fixed Bard/Sorc spells counting towards the same spell total of castings per day
- Fixed Spells Dismissal and Banishment with regard to extraplanar creatures (in particular, Elementals)
- Fixed application of caster level bonuses (e.g. from Domains) for spells with multiple targets. (Affected spells include Holy Word/Dictum which had their caster level insanely inflated and thus killed everyone).
- Fixed Holy Word/Dictum not working on Neutral targets
- Fixed Inflict X Wounds to require a successful touch attack.
- Fixed Goodberries not being created as identified (this prevented them from stacking)
- Fixed Death Ward blocking all spells when cast as a Death Domain spell
- Fixed Protection from Alignment protecting against non-Enchantment spells such as Phantasmal Killer
- Fixed Invisibility not getting properly removed from Dispel Magic
- Fixed Invisibility permanency glitch
- Fixed Invisibility Sphere missing Dismiss Spell handler
- Fixed Shoul spell damage type to be Sonic
- Fixed Mind Fog doing a Fort save instead of Will save, and wrong spell school in its short description
- Fixed infinite AoO issue with Greater Invisibility / Sleet Storm / Invisibility Sphere
- Fixed Aid not giving +1 Temp HP per caster level
- Fixed spell Resist Elements wrong duration
- Fixed spells with concentration being interrupted by movement (will now only apply to Run action)
- Fixed Calm Emotions - will now prevent carrying out offensive actions against unfriendly creatures (rather than friendly ones), will dispel correctly when hostilities are taken, and particles will end correctly.
- Fixed Ghoul Touch not allowing the direct target a saving throw
- Fixed bug in Holy Word, Dictum, Blasphemy and Word of Chaos that could mess up the target list (and potentially cause your party members to die)
- Fixed issue with Reincarnation spell not trigger san_resurrect script
- Fixed casting spells not breaking concentration on previously cast spells
- Fixed AoO still being possible despite Stinking Cloud effect (atari bug #184)
- Fixed Spike Stones / Spike Growth crash when concurrent turns is enabled (atari bug #487)
- Fixed Remove Fear - will now last 10min/lvl and suppress fear effects
- Fixed Neutralize Poison - will now last 10min/lvl and protect from poisoning
- Fixed issue with summons sometimes not attacking - summoned creatures are now stripped of their faction when summoned by a party member
- Fixed Dispel related issues:
- Dispel magic now works for > 3rd level spells
- Break enchantment now can't effect the same target twice in one casting
- Break enchantment is limited to transmutation and enchantment
- Dispel alignment/element touch attack now works to dispel spells (no check now) and kill creatures as appropriate
- The level check cap is now enforced for dispel magic, break enchantment and greater dispel magic
- Fixed Magic Circle vs good/evil/law/chaos (Atari Bug #157)
- Fixed Magic Circle vs. Alignment spells not preventing damage from summoned creatures when armed (was checking if target is armed instead of attacker)
- Inflict X Wounds spells now use melee touch attack (instead of ranged touch attack)
- Added missing melee touch attack to the harm spell
- Changed max spell level to be determined by base stat + permanent item effects only (rather than current stat level e.g. including temporary spells which explicitly state they should not grant bonus spells)
- Fixed Sorcerers being unable to progress beyond level 25 (they will now get a new spell every level which can be from any spell level)
- Fixed Metamagic menu issue: checked if you had the feat exactly once, which would cause the MM effect to be unavailable in case the player had selected the feat more than once.
- Empower and Maximize now work for: Aid, False Life, Mirror Image, Ray of Enfeeblement, Ray of Clumsiness
- Fixed Quickened spells provoking AoOs
- Fixed Minor Globe of Invulnerability interfering with ending spell effects (affects Falrinth scenario)
- Fixed turn-order issue when interrupted with Ready Vs. Spell while doing ranged touch attack with Produce Flame; could result in losing your turn and crashing
- Ability/Action Fixes:
- Rogue Crippling Strike damage to Strength corrected to 2 points
- 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)
- Fixed charge attack minimum move distance to 10 feet, and is disallowed if fatigued or exhausted.
- 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)
- Fixed Bard's Inspire Greatness
- Scrolls now provoke AoOs, and are also subject to Cast Defensively to prevent it.
- Scrolls and Wands are also subject to interruption if silenced.
- Wild Shape fixes:
- Movement rate bug due to encumbrance.
- Corrected number of Natural Attacks, Model Scale, Size Category and Reach.
- Fixed use of Charge Attack while Wild Shaped.
- Fixed not being able to make AoOs.
- Fixed applying special monster conditions (such as Tripping Bite for Wolf/Dire Wolf, Fire damage/immunity for Fire Elementals).
- 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
- Cast Defensively DC corrected to account for spell level
- Fixed Opportunist ability not refreshing on a new round, and also ensured it doesn't go off on your own attack.
- Fixed Magic Domain so Clerics can now use Arcane Scrolls & Wands at under half their Cleric level.
- Fixed crafting when inventory is full issue (was placing the new item in "invisible" slots, will now drop them to the ground and make the crafter notify you of this)
- Fixed Scribe Scroll allowing you to scribe scrolls that you can't actually cast
- Fixed Scribe Scroll / Craft Wand level for spells that have different levels for different classes (e.g. Bards can now scribe Tasha's Hideous Laughter at level 1)
- Fixed Whirlwind Attack to allow usage from outside of combat
- Fixed halfling to-hit bonus with slings
- Fixed bug when copying scrolls with quantity > 1 that destroyed the whole stack
- Fixed issue when trying to cast spells / use magic items while NPCs are prebuffing
- Fixed bug with Pickpocket (where NPCs could steal your armor right off you)
- Improved Unarmed Strike will now prevent triggering AoOs when doing a Trip attack
- Fixed Unconscious enemies triggering AoOs / Tumble checks
- Fixed Sun Domain Greater Turning usage limit (atari bug #71)
- Fixed Manyshot not triggering sometimes
- Fixed Weapon Finesse when STR modifier is negative
- Fixed wrong bardic music sounds
- Fixed Countersong Bardic ability
- Fixed low Charisma penalty for Paladin's Divine Grace and Smite Evil
- Fixed Monk's Purity of Body: would protect against Magical disease (Contagion spell) rather than normal disease (from "Monster Melee Disease" condition, e.g. Dire Rat attacks)
- Fixed Combat Reflexes number of AoOs, was DexMod instead of 1+DexMod (atari bug #571)
- Fixed Touch Attack penalty on spells when "Deal Normal Unarmed Damage" is enabled
- Fixes Negative Level being removed when critter dies (thus bringing the character back to life)
- Fixed throwing grenades: Throwing a grenade item (e.g. Holy Water and Jaer's Spheres) via auto-attack action would perform a Throw action rather than Throw Grenade action, causing the grenade item to appear in the target's inventory.
- Fixed Weapon Focus: Ray
- Ray attacks will now not benefit from weapon focus: unarmed strike
- Weapon focus feat rewritten completely, replacing co8 fixes via manual spell edits
- Fixed being able to do AoO when in Total Defense
- Fixed double door unlocking (workaround for atari bug #433)
- Item Fixes:
- Necklace of Adaptation now properly protects from Stinking Cloud and Cloudkill
- Fixed Prayer Beads of Karma effect; also does not require wearing to activate.
- Fixed enchanted ammo items giving plus to damage for non-ranged weapons
- Fixed scrolls/potions of different levels stacking, and likewise for divine/arcane scrolls
- Kukri proficiency is now Martial
- Wands/Scrolls with multiple options (such as Summon Monster) will now allow you to select an option
- Fixed crafted items not getting their Long Description (shift+click). The description popup will now also describe the additional applied effects.
- Fixed bugs with Boots of Speed (wouldn't reset uses per day when resting, and would replenish uses per day when unequipped)
- Fixed Bracers of Archery proficiency
- Fixed Druids being able to cast with metal shields
- Fixed missing max dex bonus for tower shields
- Fixed Tower Shield attack penalty (was unimplemented) - when Stricter Rules config is active
- Fixed Shocking Burst and Icy Burst wrong damage types (reproduces Co8 SpellSlinger fix)
- Fixed Garl Glittergold domain (was Travel instead of Trickery) (reproduces SpellSlinger fix)
- Creature Fixes:
- Fixed protos.tab parsing of mc_subtype_extraplanar (due to typo it was registered as "extraplaner") and mc_subtype_water (was just plain missing).
- Fixed poison bugs:
- Lingering poison effect when there is no secondary damage, such as Dragon Bile
- Initial Damage and Delayed damage order - first saving throw check, then damage if failed
- Paralysis duration corrected to be in minutes, not rounds
- Implemented Unconsciousness effect stub
- Fixed bug with Banshee Charisma Drain that could cause huge temp HP / charisma drains on a successful save.
- Fixed Ochre Jellies / Slimes: HP will now split properly, Piercing + Slashing Weapons (like daggers) will cause splitting too, and when below 10 HP will stop splitting and die from the attacks.
- Fixed lingering Frog Grapple issue when someone else kills the grappling frog
- Fixed Undead getting Plant immunities (e.g. for spell Entangle; this bug affected Co8 installations due to a holdover from the early pre-patch days)
- Fixed Fire Monsters ("Monster Subtype Fire") taking 2x damage instead of 1.5x from cold
- Fixed issue with charmed KOS monsters when their charmer is no longer present in the party
- Fixed wrong XP requirements for NPC monsters (it disregarded the monster HD for calculating ECL). Note that this means it'll be quite a bit harder to level up Scorpp and Oohlgrist now...
- Fixed Temp Ability Loss draining stats below 0
- Fixed handling of 4th natural attack specification in protos.tab
- Fixed long-distance pathfinding glitch in Hommlet (where some members of your group don't move while others do)
- Fixed screenshots for windowed mode
- Fix Colossal creatures (was a typo in size_colossal string)
- AI fixes:
- 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 - Approach checks for proximity before executing, correcting the 'endless zig zag till end of turn' phenomenon
- 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 AI spellcast targeting so it can now use multiple projectiles (e.g. with Magic Missile).
- Fixed AI triggering when playing solo character vs. other PCs
- AI "default cast" strategy and spell target picker now support spell targeting like bless (target mode Personal but with Area of Effect)
- Fixed NPC alerting objects marked OF_DONTDRAW (affected Co8 Lareth fight scripting)
- Coup De Grace now works on Unconscious targets (beware!)
- 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)
- Fixed Tutorial zombie factions
- Removed overzealous scripting for breaking off good-natured NPCs that got triggered on friendly firing NPCs
- Fixed ring of resonance not working for Wiz/Clr combos
- Merchant Scales and Eyeglasses bonuses no longer stack
- Sleet Storm restored to vanilla state in Co8 (has a lasting effect, and no 2d8 damage for metal armor wearers)
- Fixed Iuz script bug that could cause multiple St. Cuthberts to spawn when your party runs far away
- Fixed Neutral Evil vignette acolyte not attacking
- Fixed Pishella not offering to join after having attacked the Traders
- Fixed script issues with Bassanio regarding opening his chest (he interrupted it even when he's dead, and did not initiate convo when the trap was set off)
- Fixed Co8 Spell Object to be un-pickpocketable
- Fixed Warp Wood (Co8): size category calculation had an offset (medium weapons counted as large and so on)
- Fixed issue with Reactive Water Temple script: would spawn Juggernaut in original location when high resolution was used (Co8)
- Fixed Co8 Persistent Data not clearing on new game (e.g. if quitting to main menu from a saved game and starting a new one)
- Fixed Falrinth lingering particles issue
- Fixed script error in Silence script
- Fixed script error in harpy script
- Replaced Co8 scripted fix for thrown grenades appearing in inventory with root cause fix; it caused various other bugs (#461, #476)
- 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)
- Fixed skill_tumble / skill_use_magic_device python enum mixup
- Fixed narrow map limits for higher resolutions to prevent "shaking" when scrolling (will now automatically pad out the map limits if narrower than resolution)
- "levelup" cheat command now gives correct XP to levelup on a per-character basis
- Fixed protos.tab parser bug for Property columns with a 2nd argument causing the next property to go FUBAR
- Fixed missing prerequisites description for Stunning Fist.
- Fixed Roll History printout not regarding natural 20s / 1s
- Fixed issue with Tolub brawl (initial state was sometimes buggy, made sure to reset it on brawl start). This also allows recycling the brawl procedure.
- Fixed bug when entering dialog while picking spell target (will now properly end the spell targeting phase when entering dialog)
- Fixed sprung traps locking you into pseudo-combat mode
- Fixed doors marked OF_SEE_THROUGH blocking fog of war LOS. (affected Co8 harpy scenario)
- Fixed begin_dialog issue during combat: it was supposed to end combat, but the 1ms delay would let AI characters begin an action before actually ending combat (which could result in a loop in some cases). Will now force combat to end properly.
- Fixed corrupt calculation of object radius / height due to uninitialized mesh vertices when objects are initialized
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)
- Some New spells
Atari Buglist:
https://github.com/GrognardsFromHell/TemplePlus/wiki/Atari-Buglist
- Logging Paladin's Cove Module and first attempt at temple+ compatibility.
- The TOEE module is automatically imported into the console again.
- Fixed agile shield fighter to hit penalty for TWF Rangers.
- Fixed a bug where staggering strike was applied even if there was no sneak attack.
- Fixed bug in tripping bite that would allow wildshaped druids to trip with spells.
- Fixed quench not working against fire elementals.
- Fixed raise dead for aasumars and tieflings.
- Fixed spell level progression when extrapolated (nwalshgit).
- Additions to the stricter rules option. (dolio):
- Mirror Image interact with Magic Missile. (Atari Bug 161)
- Skill point penalties were off at level 1. Odd numbers were rounding toward zero instead of down (dolio).
- Disarm, trip and unarmed strikes now only provoke AoOs from the target, not everyone who threatens (dolio).
- Made finger of death damage negative energy type. Unspecified seems to get cancelled by all damage reduction (dolio).
- Remove +4 ranged attack bonus against helpless targets(Atari bug 30). (dolio)
- Fixed failing to copy one scroll letting you retry others(Atari bug 124). (dolio)
- Treat sleeping/held (helpless) critters as having 0 dex, held as 0 str. Unconscious already did this, but it was missing from these others (Atari bug 31). (dolio)
- Make troll (and other?) rend attacks 2d6 + 1½ str instead of fixed 2d6+9. +9 is just the pre-calculated value for the typical troll stat block. (dolio)
- Hide 'Held' effect indicator when character also has freedom of movement. The other tooltip already did this. (dolio)
- Don't do begin-round break free from hold effects when character has freedom of movement; if you succeed, it wastes your turn. Atari bug 119. (dolio)
- Remove +4 bonus to avoid being tripped from Improved Trip. Atari bug 34 (dolio)
- Enable sneak attack on Color Spray stun. Atari bug 42. (Stunning fist seems okay already) Also made the blind effect remove your action, because you're supposed to be stunned as well (there are up to three individual conditions applied in sequence for the effects, rather than up to three simultaneous conditions). (dolio)
- Tweaked the copy scroll action check function to enable a better float message if you are being blocked by a previous failure-to-copy. (dolio)
- Fix double stacking some NPC save bonus (dolio)
- Fixed the way enhancement bonuses to armor and shields work, to prevent stacking and erroneous information in the UI. (dolio)
- Fixed fast healing. (dolio)
- Unseen seer now has known spells removed from advanced learning options
- Improved hydras to have more paper and pencil correct mechanics (does not effect the hydra in the tmple) (dolio)
- Shield bashing and enhanced options related to two weapon fighting (dolio):
- There is a toggle radial for controlling whether you actually use two weapon fighting. This lets you do the following:
- Turn off two weapon fighting even while holding two weapons, to avoid taking the two weapon penalties
- Turn on two weapon fighting when wielding an appropriate shield to use shield bashing as a second weapon
- Turn on two weapon fighting while holding a double weapon
- There is a toggle radial for swapping which hand is your primary weapon. This lets you do the following:
- Attack with just your left hand if two weapon fighting is off, so you can fight with just your left hand without a penalty
- Shield bash as your primary attack
- Use the opposite end of your double weapon as a primary attack (only affects animation at the moment)
- There is a toggle radial for controlling whether you actually use two weapon fighting. This lets you do the following:
- New Spells: Mass fire shield, Prismatic Ray, Hunter's Eye, Sure Strike, Tactical Precision, Accuracy, Hail of Stone, Lesser Orb of Acid/Cold/Electricity/Fire/Sound, Blades of Fire, Fireburst, Greater Fireburst, Blast of Flame, Orb of Acid/Cold/Electricity/Fire/Sound
- New Feats: Improved Shield Bash, Active Shield Defense, Shield Charge, Shield Specialization, Shield Ward, Agile Shield Fighter
- Added bashing enhancement for shields
- Added Electic Learning PHB2 options for the warmage (more advanced learning spells will now be available)
- Select some weapon animations based on how you're wielding them at the moment (dolio):
- Double weapons use the staff animation while you're two weapon fighting.
- When you're two handing them, double weapons use hammer or axe animations.
- Additions to the stricter rules option (dolio):
- Dwarves were getting waraxe proficiency for free, when they're only supposed to treat 1-handed wielding as martial
- Gnomes were getting hooked hammer proficiency for free, when they're supposed to treat it as a martial weapon
- Half-orcs were getting orc double axe proficiency, but the books don't say that. Orcs weren't getting to treat them as martial weapons.
- Dismissing a spell is a standard action
- Require 100GP/spell level for copying scrolls
- Made coup de grace actually give a saving throw. Previously it was just automatically killing the target as long as you did more than 0 damage.
- Added Animation for dismissing a spell (dolio).
- Note for modders: Bumped Maximum conditions from 1000 to 2047
- Fixed Brother Smyth not properly doing his forge animation.
- Fixed 2-handing weapon animation when wearing a buckler.
- Fixed enemies casting healing spells on PCs.
- Fixed Favored Soul bonus feats being dragged into non bonus slots.
- Fixed school for Waves of Fitague/Exhaustion.
- Added Foresight to the Druid list.
- Fixed Versatile Unarmed strike not working
- Fixed Phase Arrow not working
- Now filtering out non arcane spells from expanded spell knowledge
- Scout Skirmish feat will no longer show as active after being added
- Fixed Cleave feat ignoring the reach weapon donut
- Fixed "Reach Weapons Hit Adjacents" configuration setting not working correctly
- Fixed "Reach Weapons Hit Adjacents" configuration not affecting how the threatened area is drawn
- Corrected bugbear racial stats
- Vigor Fixes (Sagenlicht):
- Fixed vigor effects corrupting save files
- Vigor spells no longer stack (which they shouldn't), only the highest fast healing effect will stick
- Added help file entries for vigor spells
- Vigor spells are now hyperlinked to help files in the History Window
- Vigor spells now have a new particle effect
- Vigor spells have a Vigor buff icon now
- Vigor Buff icons show the correct duration
- Vigor spells from circle of eight now have a spell long description
- Fixed animation logic to make 2-handed animations correlate with game mechanical 2-handed attacks (like, wielding a longsword 2-handed) (dolio)
- Audited weapon animations and swapped to more sensible choices for some weapons (like, use a thrusting animation for rapiers) (dolio)
- New Unseen Seer prestige class
- New Karmic Strike feat
- New Extra Edge feat for War Mage
- New Unarmed Feats: Axiomatic Strike, Fiery Strike, Fiery Ki Defense, Fists of Iron, Flying Kick, Freezing The Lifeblood, Ki Blast, Zen Archery (Sagenlicht)
- New Spells: Vigor, Mass Lesser and Vigor, Mass Improved (Sagenlicht)
- Hotfix for scribe scroll crash in vanilla ToEE
- Minor Co8 script fixes
- Fixed crash issue when exiting main menu party pool with unremoved PCs (issue #705)
- Fixed bug that could cause hang when archers fire projectiles
- Fixed broken import in various Co8 scripts (mainly affects Hickory Branch)
- Fixed crash issue due to rare case of null inventory items (will prune these on map change now; whatever item was there will be gone however)
- Fixed crash issue to due bad spell "prepare for teleport" garbage collection (issue #606)
- Hotfix for crash issue (stack overflow) when dialogue breaks up combat and causes a start combat/end combat loop.
- Hotfix for craft wondrous items XP
- Hotfix for python errors on map load (due to forwarding tree animations that try to spawn particles while object handles are still invalid)
- Scribe scroll - completely revised to automatically list all spells (instead of having to manually create an entry for every spell)
- Fixed Orb of Golden Death infinite Summon Earth Elemental
- Fixed crash issue when an AI party member casts Dominate Monster (or in non-Co8 versions, Suggestion) on an enemy critter (e.g. summoned Balor from Orb of Golden Death).
- Fixed corrupt calculation of object radius / height due to uninitialized mesh vertices when objects are initialized
- Fixed crashes resulting from corrupt radius (when radius was very large, object queries could cause a buffer overflow)
- Fixed crash for Cleric level >20 in spellbook UI
- Fixed crash when shooting projectile into the same tile (e.g. when firing at an adjacent foe and missing, the random offset could cause this scenario)
- Fixed turn-order issue when interrupted with Ready Vs. Spell while doing ranged touch attack with Produce Flame; could result in losing your turn and crashing
- Fixed NPC banter:
- Voiced comments about scenery will now play in practice - changed to be prioritized over text-only lines (previously, NPC voiced comments had virtually zero chances of playing)
- Fixed "Party Banter Text" option being reset after save/load
- Fixed various spell permanency issues - will now garbage collect spells when resting
- Fixed arrow keys scrolling the game when window is out of focus
- Fixed double door unlocking (workaround for atari bug #433)
- Fixed Quickened spells provoking AoOs
- Fixes Negative Level being removed when critter dies (thus bringing the character back to life)
- Fixed Keen Weapon effect stacking with itself and with Improved Critical
- Fixed Natural Armor stacking bugs: Righteous Might, Barkskin and Amulet of Natural Armor will no longer stack with each other (but will stack with NPC AC Bonus)
- Fixed Righteous Might various wrong bonuses (reproduces SpellSlinger fixes)
- Fixed Spell Resistance spell stacking (reproduces SpellSlinger fix)
- Fixed Garl Glittergold domain (was Travel instead of Trickery) (reproduces SpellSlinger fix)
- Fixed Shocking Burst and Icy Burst wrong damage types (reproduces SpellSlinger fix)
- Fixed throwing grenades: Throwing a grenade item (e.g. Holy Water and Jaer's Spheres) via auto-attack action would perform a Throw action rather than Throw Grenade action, causing the grenade item to appear in the target's inventory.
- Fixed Monk's Purity of Body: would protect against Magical disease (Contagion spell) rather than normal disease (from "Monster Melee Disease" condition, e.g. Dire Rat attacks)
- Fixed weapon focus ray
- Ray attacks will now not benefit from weapon focus: unarmed strike
- Weapon focus feat rewritten completely, replacing co8 fixes via spell edits
- Fixed issue with Reactive Water Temple script: would spawn Juggernaut in original location when high resolution was used (Co8)
- Fixed begin_dialog issue during combat: it was supposed to end combat, but the 1ms delay would let AI characters begin an action before actually ending combat (which could result in a loop in some cases). Will now force combat to end properly.
- Fixed Warp Wood (Co8): size category calculation had an offset (medium weapons counted as large and so on)
- Fixed Co8 Persistent Data not clearing on new game (e.g. if quitting to main menu from a saved game and starting a new one) - courtesy of marc1967
- Fixed Falrinth lingering particles issue (Co8)
- Fixed Minor Globe of Invulnerability interfering with ending spell effects (also, related to Falrinth issue)
- Fixed Countersong Bardic ability (by dolio)
- Fixed being able to do AoO when in Total Defense
- Fixed script error in Silence script (Co8 bug)
- Fixed script error in harpy script (Co8 bug)
- Fixed doors marked OF_SEE_THROUGH blocking fog of war LOS.
- This fixes an issue with the harpy grates scenario (Co8)
- Fixed tutorial zombie factions (Co8)
- Fixed NPC alerting objects marked OF_DONTDRAW (affected Lareth fight scripting)
- Fixed Tower Shield attack penalty (was unimplemented) - requires Stricter Rules config option
- Fixed Touch Attack penalty on spells when "Deal Normal Unarmed Damage" is enabled
- Fixed Combat Reflexes number of AoOs, was DexMod instead of 1+DexMod (atari bug #571)
- New classes (non-core): Stormlord (by Sagenlicht), Abjurant Champion, Ultimate Magus
- New craftable effects (non-core): Hunting, Berserker, Precise and Warning
- New feats (non-core): Battle Blessing (by Pygmy), Brutal Throw, Captivating Melody, Crossbow Sniper, Divine Metamagic, Power Throw, Shielded Casting
- New spells (co8 only): Disrupting Weapon, Enervation, Energy Drain and Greater Mirror Image (by dolio), Allegro, Angelskin, Awakin Sin, Blessed Aim, Blessing of Bahamut, Cacaphonic Burst, Camouflage, Conviction (and mass version), Curse of Ill Fortune, Curse of Impending Blades (and mass version), Deific Vengeance, Demon Dirge, Demonhide, Devil Blight, Dissonant Chord, Divine Protection, Energy Vortex, Faith Healing, Focusing Chant, Frost Breath, Heart Ripper, Herald's Call, Invisibilty Swift, Ironthunder Horn, Nightshield, Nixie's Grace, Quick March, Ray of Light, Resist Energy Mass, Resistance Greater, Resistance Superior, Serene Visage, Sirine's Grace, Slashing Darkness, Sound Lance, Sticky Fingers, Touch of Madness, Undersong, Visage of the Deity Lesser, Wave of Grief (by Sagenlicht)
- New PC Monstrous race: Bugbear (courtesy of AugustDrake)
- Added descriptions for all craftable effects
- Turn Undead radial menu - display remaining charges
- Added DM option to control NPCs in combat (poor man's hotseat :) )
- Added House Rule options:
- NPC Stat Boost - increases difficulty by giving a boost to all NPC stats (except party members)
- Show Hit Chances - shows the to hit chances in action preview mode. (In vanilla this only worked when unarmed or using a thrown weapon, this has now been fixed and converted to a HR option)
- Disable Screen Shake - disables the screen shake triggered by animations (e.g. the Hill Giant's movement animation; useful for PC races)
- Dialogue Party Skill Checks - uses highest skill level for dialogue skill checks
- This is a fixes-only version for major fixes gathered from 1.0.84 release. The rest has been postponed to next version (1.0.86) since it is taking longer than expected.
- Fixed reach weapon able to attack adjacent opponents (will now have donut shaped threatening area)
- Fixed MOB file cloning issue when flagged OF_DYNAMIC (root cause of old "jerkstop" bug)
- Fixed Chain Lightning crash (occured when long arcs were used, due to buffer overflow bug)
- Fixed crash when AoE spells effects have more than the max number of targets (32) are in range (e.g. Wind Wall)
- Fixed issue with bonus cap buffer overflow that led to crashes (e.g. when having more than 10 armor items with caps to dex bonus)
- Fixed crash due to NPC new map banter when more than 3 NPCs in party
- Fixed crash due to invalid proto ID choices as in Summon X spells (namely, KotB with Temple+)
- Fixes some compatibility issues with older Co8 versions:
- Startup 3.0.4 crash due to different Moebius feat table length
- Start equipment issues in Terra Arcanum version of 3.0.4
- Fixes < 5.0.2 worldmap issues (expanded worldmap was introduced in Co8 5.0.2)
- Fixed Negative Level not taking monster HD into account (thus insta-killing NPCs); this fixes the Sword of Life Stealing issue as a result
- Fixed Summon Familiar bugs (co8):
- Could cause PCs left at the Inn to be destroyed
- Sometimes familiars wouldn't go back into your pack
- Lingering spell issue
- Fixed Mirror Image bug: would calculate probability according to original number of images rather than current number of images
- Fixed Concurrent Turns issue with AI Flank tactic (and probably Trip as well)
- Fixed Touch Spells getting removed when the caster is targeted by a spell cast by someone else
- Fixed Greybar Dehanger exploit
- Fixed combat hang issues - improved failsafe measure
- Fixed worldmap hang when backtrekking from a random encounter (Temple+ issue)
- Fixed corrupted critter 3d height (added failsafe)
- Fixed AI able to cast area spells without LOS
- Fixed monster-splitting (such as Ochre Jelly) not inheriting factions from parent MOB (e.g. Blood Amniote issue in Co8)
- Toned down AI pull-in distance
- Performance improvement for item_wield_best_all (will defer 3d model update until finished equipping all items)
- Overrides folder restructured; now with better modularity. See wiki for more info.
- Stackable Metamagic effects feature (from Moebious patch) converted to House Rules option
- Mirror image now works with Empower (up to 12) and maximize
- Crafted shields, weapons and armor long descriptions now display all added effects
- New Craftable effects:
- Energy Resistance, Silent Moves and Shadow (core rules)
- Optional (non-core): Hammerblock, Axeblock, Spearblock, Stamina, Agility, Nimbleness, Mobility and Quickness
- Fixed crash issue related to unfulfilled Counterspell action
- Fixed Metamagic handling for non-Co8 versions (patch2, GoG)
- Fixed missing max dex bonus for tower shields
- Wild Shape / Animal Companion - added Dire Wolf option
- Added House Rule option: Wild Shape Usable Items. Allow you to retain bonuses from some of your equipment while wildshaped (Bracers, Cloaks, Helmets, Necklaces, Rings) and to use potions.
- Dungeon Master: Added Items menu to allow giving and spawning items. Including search by name.
- Dungeon Master: Added Pathfinding menu, allowing you to edit & save Path Nodes; generate Clearance data
- Added Stricter Rules Enforcement configuration option: Corrects the grease spell radius to 5 feet (doug 1234).
- Changed Craft Magic Arms & Armor so that you can move enchantments to the right even if you don't have the resources, just to see how much is needed.
- Pathfinding improvements to further reduce zig-zag in mid/long range navigation
- Empower and maximize now works for: aid, false life (Atari Bug #170), Ray of Enfeeblement and Ray of Clumsiness (doug1234)
- Fixed Wildshape not changing size category
- Fixed Wildshape not applying special monster conditions (such as Tripping Bite for Wolf/Dire Wolf, Fire damage/immunity for Fire Elementals)
- Fixed tooltips in inventory UI not appearing straight away until the user jiggles the mouse
- Fixed sprung traps locking you into pseudo-combat mode
- Fixed script issues with Bassanio regarding opening his chest (he interrupted it even when he's dead, and did not initiate convo when the trap was set off) (Co8)
- Fixed Co8 Spell Object to be un-pickpocketable
- Fixed Practiced Spellcaster to grant CL for item crafting.
- Fixed hit_dice_num for PC characters with monster levels. Affects things like spells with HD-based effects (e.g. Cloudkill)
- Fixed "Always Fog" House Rules option to not blacken the main menu background
- Fixed misplaced 'Center on Party' button in non-Co8 games (Temple+ bug)
- Changed max spell level to be determined by base stat + permanent item effects only (rather than current stat level e.g. including temporary spells which explicitly state they should not grant bonus spells)
- Fixed levelup feat selection: right clicking on feat bypassed check if you already had it (Atari bug #343)
- Fixed Metamagic menu issue: checked if you had the feat exactly once, which would cause the MM effect to be unavailable in case the player had selected the feat more than once (probably related to above..)
- Fixed spell extender classes Caster Level calculation on levelup for feat selection (e.g. Mystic Theurge)
- Fixed swapping a wooden shield with a metal one for druids (doug1234)
- Fixed mousewheel scrolling in Debug GUI & Dungeon Master
- Fixed Metamagic visual glitch when adding metamagic to the highest known level or above it (it would place it at the top of the list, and not create a new Spell Level label if necessary). Known issue: when the new level is 9, it still doesn't add the label, so it could appear to be level 8 or lower.
- Fixed bug in loading Hotkey action names; caused text glitch when reassigning hotkeys ("Key Currently assigned to '' ")
- Prayer Beads of Karma - does not require wearing anymore, and fixed the tooltip.
- Fixed scrolling in Save/Load Game UI (previously it only worked while the mouse was over the scrollbar itself)
- Fixed issue with using number keys to select dialogue where it would change the selected character at the end of dialogue
- Fixed Sorcerers being unable to progress beyond level 25 (they will now get a new spell every level which can be from any spell level)
- Fixed visual glitch in Char Ui 3d Model view (scaling the model by 1.5x messed up some hair and clothing)
- Fixed loading Flee Combat data from save
- Fixed magic circle vs good/evil/law/chaos (Atari Bug 157)
- Hotfix for charge attack bug
- New feat: improved skirmish (doug1234)
- Extended spell descriptions option (marc1967)
- Added option for default action being 5 foot step and full attack when possible. (doug1234)
- Added option for NPC HD - average (doug1234)
- Arcane Archer Bug Fixes: Enhance arrows now bypasses magic DR and hail of arrows has the correct number of targets (doug1234)
- Fixed charge attack minimum move distance to 10 feet, and is disallowed if fatigued or exhausted (doug1234)
- Fixed Inflict spells touch attack - now use melee touch attach instead of ranged (anatoliy-savchak)
- Fix Harm spell lack of touch attack (doug1234)
- Hotfix for Bard crash issue
- 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
- Fixed erroneously giving extra skill points for human subraces (Aasimar and Tiefling) (doug1234)
- Spell Effects for Mind Blank, Foresight and Moment Of Prescience can now be dispelled (doug1234)
- New Feat: Melodic Casting (doug1234)
- New Spells: Waves of Fatigue, Waves of Exhaustion, Touch of Fatigue and Ray of Exhaustion (doug1234) (Co8 only)
- Enemy AI can now throw daggers (anatoliy-savchak)
- Fixed broken Half Elf script
- Fixed Atari Bug 81: Druids can cast with metal shields (doug1234)
- Fixed Atari Bug 90: Bracers of archery proficiency. (doug1234)
- Fixed Dispel related issues: (doug1234)
- Dispel magic now works for > 3rd level spells
- Break enchantment now can't effect the same target twice in one casting
- Break enchantment is limited to transmutation and enchantment
- Dispel alignment/element touch attack now works to dispel spells (no check now) and kill creatures as appropriate
- The level check cap is now enforced for dispel magic, break enchantment and greater dispel magic
- Summoned creatures are now stripped of their faction when summoned by a party member (fixes issues with summons not attacking)
- Fixed crash when spontaneous druid summon proto is undefined
- New Feats: Swift Ambusher and Daring Outlaw (doug1234)
- Changes to support Inspect functionality in new modules (anatoliy)
- Normal right-click usage is now enabled when the DM menu is minimized
- Fixed worldmap fubar for non-co8
- Fixed missing ACID python enum (affected Resist energy, endure elements etc)
- Fixed Blackguard being unable to use Divine Might
- Poison ability damage now logged in history
- Added Fochlucan Lyrist class (by doug1234)
- Added Swashbuckler class (by 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 prevented manyshot from triggering. Also fixed the manyshot penalty. Support for more arrows at higher BAB to be added 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):
- In Initial Damage and Delayed Damage order is now corrected - first saving throw check, then damage if failed
- Paralysis duration corrected to be in minutes, not rounds
- Implemented Unconsciousness, which was not present before
- Fixed Worldmap crash on high resolution (caused by buffer overflow in the terrain type bitmap)
- Fixed Worldmap crash when exiting a random encounter map and changing destination to one of the Co8 maps instead of the original destination.
- Fixed crash in ProcessBackingOff (anatoliy)
- Fixed crash in UiDialogBegin (reopen dialog tab after map change) (anatoliy)
- Fixed 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 Fear of Ghosts conversation issue
- Added base class: Beguiler (credit: doug1234)
- Added alchemy and Knowledge: Nature as class skills where appropriate (mainly for KotB mod)
- Added file extender method to meshes.mes and addmesh.mes
- Fixed being able to use wands when silenced (Atari bug #49)
- Fixed Wild Elf getting -2 CHA
- Fixed Wild Shape not letting you make AoOs
- Fixed Pishella not being able to join after attacking Traders (Co8)
- Fixed bug when entering dialog while picking spell target
- Fixed Poison immunity for new races
- Fixed crash when trying to edit doors with the Dungeon Master
- Fixed Warmage not being able to select bonus feat
- Fixed Gray Elf not getting +2dex/-2con
- Fixed crash issue when resetting combat system (e.g. quitting to main menu from combat mode)
- Fixed crash issue from HasCondition query (e.g. when casting Remove Fear twice on the same char)
- Enabled Wall of Fire in spell selection
- Fixed crash issue from DispatchSpellDamage
- Fixed Extraplanar chest spawning Empty Throne when Zuggtmoy's Gem Hoard is inside (Co8)
- Added default equipment for Warmage and Scout classes
- Shortened description for Scout's Skirmish feat
- Hotfix release for crash issue with Blind Sight / Invisibility and Paladin/Ranger broken script bugs.
- Added base class Scout (from Complete Adventurer)
- Added base class Warmage (from Complete Arcane)
- Fixed character tooltip not appearing for rapid mouse movements
- Fixed Grappled condition not granting Helplessness bonus to attacker (e.g. Frog Tongue grappling)
- Fixed spell Remove Fear - will now last 10 min/lvl and actually suppress fear effects
- Fixed spells Neutralize Poison - will now last 10min/lvl and protect from poisoning
- Added armor enhancement: Freedom of Movement
- Added Scribe Scroll set caster level
- Fixed Scribe Scroll/Craft Wand for Bards and other classes (will take spell level from the respective spell list rather than directly from protos.tab specification (e.g. Bards should be able to scribe Tasha's Hideous Laughter as a 1st level spell rather than 2nd level)
- Fixed inifnite enter/exit combat loop after breaking combat with only concealed enemies remaining
- Hotfix for animation issue
- Fixed Spike Stones / Growth crash when concurrent turns is on. (Atari bug #487)
- Added Twilight armor enhancement (10% spell failure reduction; requires non-core rules config enabled)
- Fixed Craft Wondrous Items prerequisite printout with 'O' condition (e.g. Monk's Belt)
- Fix Animation System memory corruption issue from v1.0.65 (caused characters to be frozen after using chargen and starting new game)
- Hotfix for Healing Bonus related crash (caused crash in Falrinth fight when he tries to heal up during his escape script)
- Hotfix for Favored Soul weapon proficiency issue
- Added feats: (courtesy of doug1234)
- Augment Healing
- Deadly Defense
- Divine Spell Power
- Extra Stunning
- Extra Wild Shape
- Fast Wild Shape
- Favored Power Attack
- Improved Buckler Defense
- Lingering Song
- Oaken Resilience
- Pain Touch
- Power Critical
- Powerful Charge, Greater Powerful Charge
- Natural Bond
- Quicken Turn Undead
- Ranged Weapon Mastery
- Reckless Rage
- Staggering Strike
- Sudden Empower, Sudden Enlarge, Sudden Extend, Sudden Maximize, Sudden Quicken, Sudden Silent, Sudden Still, Sudden Widen
- Telling Blow
- Two Weapon Rend
- Versatile Unarmed Strike
- Wolverine's Rage
- Added subraces (credit: doug1234):
- Tiefling
- Aquatic elf
- Gray elf
- Wild elf
- Wood elf
- Svirfneblin
- Gold Dwarf
- Ghostwise Halfling
- Strongheart Halfling
- Tallfellow Halfling
- Fixed atari bug 71 (sun domain greater turning use limit) (credit: doug1234)
- Fixed atari bug 184 (AoO possible despite stinking cloud effect) (credit: doug1234)
- Some polish & fixes for monstrous PC races
- Fixed bug where the Neutral Evil vignette acolyte wouldn't attack (Co8)
- Fixed Domain spells issue when multiclassing chars with racial spells
- Fixed Magic Circle vs. Alignment crash issue (Temple werewolves sometimes had this).
- Fixed Magic Circle vs. Alignment spells not preventing damage from summoned creatures when armed (it was checking target instead of attacker for non-natural weapons!)
- Fixed atari bug 536: Casting spell with multiple select targets - when cursor went into fog of war, it would reset the target list.
- AI "default cast" strategy and spell target picker now support spell targeting like bless (target mode Personal but with AoE)
- Added PyObjHandle method "ai_strategy_set_custom" - sets custom AI strategy via string. Supports Save/Load with custom_strats.bin file.
- Hotfix release
- Added Improve Position AI to archers to let them approach targets out pf LOS until they have LOS
- Fixed Iuz script bug that could cause multiple St. Cuthberts to spawn when your party runs far away
- Added "Prefer One-Handed Wield" option to let characters with Bucklers go one-handed rather than two-handed with their weapons.
- Added infrastructure for moddable races.
- Added playable Races: (to enable, enter the House Rules configuration menu)
- Aasimar
- Drow (texturing courtesy of [USER=24943]Risewild[/USER] )
- Duergar
- Troll
- Hill Giant
- Added feats: (courtesy of [USER=24801]IPDT_FE[/USER] and doug1234)
- Craven
- Deft Opportunist
- Divine Armor
- Divine Shield
- Divine Vigor
- Extra Rage
- Extra Smiting
- Extra Music
- Improved Favored Enemy
- Improved Rapid Shot
- Vexing Flanker
- Added Wall of Fire spell (for Co8 users only)
- Added "Next" button to looting UI for quickly switching to the next lootable critter. When clicking to loot a critter, it will compile a list of lootable, reachable critters within 10 tiles for purpose.
- Fixed crash issue in the NPC looting function when more than 3 NPCs are present (only appears in non-Co8 games since Co8 has the Humble NPCs mod so it never executes anyway)
- Fixed missing len method for spell target list (caused Analyze Dweomer to fail)
- Fixed wrong XP requirements for NPC monsters (it disregarded the monster HD for calculating ECL).
- Note that this means it'll be quite a bit harder to level up Scorpp and Oohlgrist now...
- Fixed casting spells not breaking concentration on earlier spells
- Hotfix for bug with picking up items from ground.
- Fixed issue with Fear'ed characters not getting their radial menu.
- Fix for crash issue with Python Actions, and missing bonus.mes lines (for zero'd bonuses).
- Fixed Favored Soul not using Charisma for determining if can cast from scrolls.
- Fixed issue when transferring items to chests via the item_get command (should support 200 items now). This solves the spillover issue for the Extraplanar chest.
- Added feat Extra Rage (credit: doug1234) oops, won't actually appear ingame yet.
- Hotfix for crash issue
- Hotfix for chargen issue
- Fixed bug in Holy Word, Dictum, Blasphemy and Word of Chaos that could mess up the target list (and potentially cause your party members to die)
- Fixed issue with Reincarnation spell not trigger san_resurrect script (could mess up some scripts) (Co8 only)
- Addeed HP editing to DM
- Improved reporting information in crash messages
- Added Walk Distance option to make characters walk short distances (instead of running). Walk distance is user configurable, override with holding ctrl and toggleable with numlock.
- Various Crash fixes
- Fixed issue with default attack on faction mates in combat
- Added Non-Core feat: Extend Rage (credit: doug1234)
- Fixed edge scrolling when resolution is scaled (cursor position roundoff issue)
- Fixed Good Hope / Crushing Despair requiring Active Concentration (they shouldn't per 3.5ed rules, was 3.0ed leftover)
- Fixed Divine Power stacking issue (granting entire Fighter BAB when cast twice)
- Fixed Bardic Suggestion cancelling Fascinate
- Added DM "Fudge Rolls" tab
- Fixed animation system issues (reverted replacements...)
- Fixed AI triggering bug when playing Solo vs. other PCs
- Fixed DM crash when importing rival parties
- Hotfix release for animation glitch
- Fixed hang when updating inventory of characters with cheatingly-high STR score
- Added "Max HP for NPC HD" House Rules option
- Hotfix release
- Added support for modular portrait packs
- Replaced PC Creation feat selection UI
- Fixed Home key / clicking on portrait not centering the screen if Scroll Acceleration is off
- Capped scrolling speed to 66 FPS equivalent to accomodate fast modern systems
- AI will now sensibly take 5' steps (e.g. to take advantage of Full Attacks if the target is just out of range)
- AI will now regard threat level before taking 5' step (i.e. it will disregard things such as low level summons when deciding whether to back off with a 5' step)
- Improved AI combat activation (KOS AIs will trigger others who are within sight or a short pathable distance, so no more triggering mobs one by one e.g. in emridy meadows)
- House Rules option to allow AIs to alert each other across rooms (i.e. through closed doors)
- Fixed Unconscious enemies triggering AoOs / Tumble checks
- Cast defensively will be disregarded if there are no threatening critters (it's annoying when you fail the concentration check when out of harm's reach just because you forgot to turn it off!!!)
- Fixed Ghoul Touch not allowing the direct target a saving throw
- Camping will now consider HD for healing rate (so animal companions don't require a huge amount of days to rest).
- Resting for 24 hours or more will trigger accelerated healing if you have a Druid or a Cleric in your party (to approximately account for casting healing spells in between rests - benefit is calculated as Cleric spell level * 5 or Druid spell level *4. Yeah I know it could be more accurate, but meh).
- Fixed spells with concentration being ended by movement/5' step (will now only end when using the Run action).
- Improved Unarmed Strike will now prevent taking AoOs when doing a Trip attack (arguably a fix)
- Fixed Calm Emotions - will now prevent carrying out offensive actions against unfriendly creatures (rather than friendly ones), will dispel correctly when hostilities are taken, and particles will end correctly.
- Fixed inventory tooltip display of Keen weapons' critical threat ranges
- Dungeon Master: Added feat editing
- Dungeon Master object editor: Added Stats, Spells, Modifiers & Conditions, AI Type
- AI will check for nearby combatants before using potions
- Added House Rules option to disable door re-locking when returning to map.
- Added Dungeon Master UI prototype. (accessible from console, currently includes Monster Spawning and editing Character Levels)
- Fixed bug with music sound stream allocation that could cause crashes and perhaps causing the music not to start sometimes.
- Added alt-click to Skill increase button in character levelup too.
- Included Craft Wondrous Items in Lax Rules :: Disable Crafting Spell Reqs
- Added ability to ctrl-click or alt-click on Skill increase button in PC Creation to max it
- Added House Rule: Fast Sneak Animation
- Fixed bug with lingering Grease spell effect
- Fixed bug with lingering Dismiss Spell entries
- Hotfix release
- Movement speed now equalized (irrespective of model scale)
- Added Speedup to cheats menu (to increase party member movement speed)
- Added python method game.get_feat_for_weapon_type
- Added feat Practiced Spellcaster
- Spell rules files will now determine if a spell is considered harmful for the new spells (enums > 802) through the ai_type field (i.e. if it's ai_action_offensive)
- Hotfix releases
- Hotfix release
- Added option to lock cursor to window
- Fixed Death Ward blocking all spells when cast as a Death Domain spell
- Fixed Protection from Alignment protecting against non-Enchantment spells such as Phantasmal Killer
- Fixed Invisibility not getting properly removed from Dispel Magic
- Fixed Invisibility permanency glitch
- Fixed Invisibility Sphere missing Dismiss Spell handler
- Fixed Undead getting Plant immunities (e.g. for spell Entangle; this bug affected Co8 installations due to a holdover from the early pre-patch days)
- Concealed enemies (hidden or in the Fog of War) will no longer display the targeting circles for AoE spells. (visual fix only - they will still be affected by spells cast if they are within the AoE). Lax Rules overrides this :)
- Fixed bug with Pickpocket (where NPCs could steal your armor right off you)
- Improved Pickpocket feedback
- Lax Rules now lifts alignment restrictions with respect to party alignment
- Lax Rules cancels multiclass XP reduction penalties
- New class infrastructure expanded to support base classes (i.e. in the Character Creation UI)
- Added python game.is_lax_rules()
- Added python obj.item_worn_unwield( equipslot )
- Added python obj.item_wield( item, equipslot )
- Changed obj.feat_add() command so it doesn't do a d20_status_init unless used with the optional switch
feat_add( feat, 1).
This is so it can be safely used inside the char editor callbacks. - Modding: Generalized Arcane Spell Failure with class Python Modifiers
- Assassin Arcane Spell Failure implemented as with Bards
- Added Arcane Spell Failure roll to roll history console
- New Character Creation UI: Added right click on rolled stats to assign
- Fixed Shout spell damage type to Sonic (credit: Kosiciel)
- Added support for user-created additions to:
- particle system definitions (will read all the *.tab files in rules\partsys\ folder)
- protos.tab (*.tab files in rules\protos\ folder)
- description.mes (*.mes files in mes\description\ folder)
- long_description.mes (*.mes files in mes\long_descr\ folder)
- help.tab (*.tab files in mes\help\ folder)
- mes\spell.mes (*.mes files in mes\spells\ folder)
- rules\spell_enums.mes (*.mes files in rules\spell_enums\ folder)
- sound\snd_.mes files (.mes files in sound\user_sounds\ folder; this holds for the various snd_*.mes spells such as snd_spells.mes, snd_critter.mes etc.)
- Fixed Mind Fog doing a Fort save instead of Will save, and wrong spell school in its short description
- Fixed mc_subtype_water in protos.tab parser
- Added game.get_deity_favored_weapon(deityId) command
- Added Non-Core class: Favored Soul (don't forget to enable non-core materials!)
- Added feat custom prereqs via python script
- Added weapon type: mindblade
- Fixed Monster Subtype Fire dealing 2x damage instead of 1.5x from cold
- Fixed bugs with Boots of Speed (wouldn't reset uses per day when resting, and would replenish uses per day when unequipped)
- Fixed issue with charmed KOS monsters when their charmer is no longer present in the party
- Added feat Melee Weapon Mastery
- Fixed issue with Greater Invisibility / Sleet Storm / Invisibility Sphere infinite AoO
- Sleet Storm restored to vanilla state in Co8 (has a lasting effect, and no 2d8 damage for metal armor wearers)
- Python:
- Added PySpellStore type (for use with internal fields like obj_f_critter_spells_known_idx)
Methods: is_area_spell(), is_naturally_cast(), is_used_up()
Properties: spell_enum, spell_class, spell_level, spell_name - Added PyObjHandle methods:
.obj_get_spell(field_name, idx)
.can_cast_spell(PySpellStore spData)
.anim_goal_push_attack(tgt, animIdx, isCritical, isSecondary)
.anim_goal_get_new_id() - Added PyObjHandle properties:
.spells_known, .spells_memorized - Added PyObjHandle method:
spontaneous_spell_level_can_cast()
- Added PySpellStore type (for use with internal fields like obj_f_critter_spells_known_idx)
- Engine / UI:
- Added ImGui library for debug UIs
- Replaced Console with a spiffy new one
- Prestige Class: Arcane Archer
- Fixed issue with Tolub brawl (initial state was sometimes buggy, made sure to reset it on brawl start). This also allows recycling the brawl procedure.
- Fixed spell Aid not giving +1 Temp HP per caster level
- Fixed spell Resist Elements wrong duration
- Added feat Rapid Metamagic
- Added event type ET_OnActionCostMod (see Rapid Metamagic feat for example)
- Dismiss spell now shows a submenu where you can select individual spells to dismiss
- Left clicking on NPCs to talk will now only pick from amongst PCs to perform the action
- Radial menu inventory item will display quantity (charges / number of items in the stack) for potions, scrolls and wands
- Added charges remaining display for Staffs in inventory UI box
- Added sound on levelup (LEVEL_UP.WAV from the original game files)
- Added Bard songs: Suggestion, Mass Suggestion and Song of Freedom
- Added the missing particle effects to Summon Nature's Ally and Summon Monster spells (Co8 only)
- Added Shift+click for long description to vendor inventories
- Fixed crafted items not getting their Long Description (shift+click). The description popup will describe the base item however.
- Fixed issue when trying to cast spells / use magic items while NPCs are prebuffing
- Fixed Goodberries not being identified (this prevented them from stacking)
- Fixed Roll History printout not regarding natural 20s / 1s
- Fixed Grapple issue when someone else kills the grappling frog
- Fixed bug with Banshee Charisma Drain that could cause huge temp HP / charisma drains on a successful save.
- Fixed bug when copying scrolls with quantity > 1 that destroyed the whole stack
- Fixed Ochre Jellies / Slimes: HP will now split properly, Piercing + Slashing Weapons (like daggers) will cause splitting too, and when below 10 HP will stop splitting and die from the attacks.
- Added Enter key support to multi-select target picker UI
- Added wiki help entries for Duelist and Mystic Theurge
- Added House Rules options:
- Non-Core Materials - enables stuff from splatbooks and fan suggestions
- Lax Rules - eases various restrictions:
Spell reqs for Craft MA&A no longer needed
Alignment restrictions for PRC's do not apply
Uncapped Point Buy stats so you can go above 18 and below 8 (who needs charisma anyway, right?)
- Hotfix release (forgot some files + AI spell targeting issue)
- Fixed AI spellcast targeting so it can now use multiple projectiles (e.g. with Magic Missile).
- Inflict x Wounds now require a touch attack roll
- Item Transfer Slider UI now supports Enter key for confirming
- Full Attack initiated as a default click action will now allow carryover of remaining attacks if the target becomes unconscious.
- Bardic Music overhaul:
- Remaining uses displayed in the radial menu
- Fascinate is now multitarget (however, targets will get to roll a saving throw every round in combat!)
- Inspire Greatness multitargeting
- Inspire Heroics multitargeting
- Some of the songs now use the spell system for targeting etc.
- Paladins can transform into Blackguards without falling first (will get the Fallen status and an alignment shift once they pick Blackguard)
- Added wiki help entries for Arcane Trickster, Assassin, Blackguard, Dwarven Defender and Eldritch Knight
- Added support for Weapon-like Spells, which will benefit from Sneak Attack damage.
Affected spells include:
Scorching Ray, Chill Touch, Vampiric Touch, Produce Flame, Ray of Frost, Acid Splash, Melf's Acid Arrow, Inflict X Wounds, Disintegrate, Polar Ray, Meteor Swarm, Magic Stone, Searing Light, Flame Tongue - Halfling +1 to hit bonus with slings added
- Modding / technical:
- Python Spells: added spell.begin_round_obj member to identify whose round is beginning in the OnBeginRound event
- rules\spells entries: extended Moebius' max_targets mod to the following format
- max_Target: -daabc
- So the max number of targets is then
- min(aa, ( caster_level - d + b) / (c+1)
- Added infrastructure for defining new Status Indicators via formatted text file entries. See wiki entry.
- Added Python object commands:
- obj.is_flanked_by(tgt)
- obj.can_sneak_attack(tgt)
- Added Blackguard class
- UI popup now support Enter/Esc key shortcuts. Affects the "Overwrite save game?" and "Are you sure you want to remove this character?" dialogs and a few others.
- Added obj.allegiance_shared(obj2) to python object methods
- Added obj.object_event_append(olc_filter, radius_feet) to python object methods (supports definition of new AoE's)
- Fixed savegame screenshots not getting updated when overwriting a save
- Hotfix release for cone spell issue
- Also fixed Wiz/X combos scribing scrolls issue
- Added Assassin class
- Wands/Scrolls with multiple options (such as Summon Monster) will now allow you to select an option
- Externalized radial menu choices to the rules\spells file (this is thourgh added support for "choices: " and "proto choices: " lines)
- Added Spell List to class spec definitions - you can now create custom spell lists.
- Added Spell Readying Type to class spec definitions - you can now change the spell readying type (vancian or innate a la sorcerers)
- Added infrastructure for new feat definitions via .txt files in rules\feats
- Added toggle radial menus to tpdp builtin module
- Added spell registration to python layer via tpactions builtin module (useful for integrating new actions with the spell system and its targeting facilities)
- Added python commands: obj.is_active_combatant() and game.create_history_freeform(<text>)
- Fixed Whirlwind Attack to allow usage from outside of combat
- Fixed application of caster level bonuses (e.g. from Domains) for spells with multiple targets. (Affected spells include Holy Word/Dictum which had their caster level insanely inflated and thus killed everyone).
- Fixed Holy Word/Dictum not working on Neutral targets
- Fixed issue when crafting when inventory is full - item will drop on the ground now (+added text bubble reminder)
- Fixed Scribe Scroll allowing you to scribe scrolls that you can't actually cast
- 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.
- Hotfix release
- Fixed Prayer Beads (Karma) effect
- Fixed Opportunist
- Prestige Class: Arcane Trickster
- Changed spells on levelup definition for wizard so Prestige Classes get to pick spells for them
- Added House Rules option "Transparent NPC Stats" (shows exact HP for hovered NPCs, and NPC class levels in the inventory UI)
- Added python command obj.float_text_line(text, color) for floating freeform text
- Added Deadly Precision feat (will make sneak attack dice as 1d5+1 instead of 1d6)
- Prestige Classes: Dwarven Defender & Duelist
- Moddability:
Elementary Python D20 Actions API
- Prestige Classes: Eldritch Knight & Mystic Theurge
- Monk gets to choose a feat at level 6 now (Improved Trip or Improved Disarm)
- Bugs:
- Fixed Bard/Sorc spells counting towards the same spell total of castings per day
- Wizards who have more than 20 level 1 spells in their spellbook will be able to skip spell selection at level 2 (so they don't get stuck at level 2).
- UI:
- Levelup lists for Feats & Spells now use the Priory-12 font, made text boxes slightly bigger / more spaced
- Moddability:
- Class bonus feats now editable via Python
- Moddable Spells per day and Known Spells per level using the new char_editor built-in python module
- (Co8) Ring of Resonance now works for Sorcerers and Bards too (resets daily spells)
- House Rules:
- Fog of War options (Normal, Unfogged, Always Fogged)
- Tolerant Townsfolk option - allow you to converse with NPCs despite having monstrous party members
- Bugs:
- Fixed narrow maplimits for higher resolutions to prevent "shaking" when scrolling (will now automatically pad out the map limits if narrower than resolution)
- Fixed Divine Power preventing Weapon Enh Bonus from stacking
- (Co8) Fixed ring of resonance not working for Wiz/Clr combos
- Fixed scrolls/potions of different levels stacking, and likewise for divine/arcane scrolls
- "levelup" cheat command now gives correct XP to levelup on a per-character basis
- Python:
- obj.char_classes - gets a tuple of character classes by the order they were taken
- obj.spells_pending_to_memorized - added optional class switch for resetting particular classes
- obj.spells_cast_reset - resets spell cast count (for innate casters like sorcerers/bards). Includes an optional class switch as well
- Added char_editor built in module for new pythonized levelup matters
- Tech:
- Upgraded to DX11
- Font rendering with DirectWrite (allows configuring fonts from JSON file)
- UI:
- Character UI - Compacted class levels if extent is too long (e.g. Ftr 1 / Drd 3 / Rog 3 / Sor 1)
- Added Bard's Inspire Heroics ability (available at level 15)
- Added KotB support
- AI changes:
- Toned down AI Coup De Grace so it only does so for targets in range, and then only if it doesn't incur an AOO. Previously, critters with the CDG AI command would seek out and approach unconscious targets.
- Bugfixes:
- Fixed enchanted ammo items giving plus to damage for non-ranged weapons
- Fixed lingering poison effect when there is no secondary damage, such as Dragon Bile
- Scrolls now provoke AoOs, and are also subject to Cast Defensively to prevent it
- Cast Defensively DC corrected to account for spell level
- Fixed skill_tumble / skill_use_magic_device python enum mixup
- Fixed Bard's Inspire Greatness
- Added Druid high level Wild Shape options: Dire Bear at level 12 and Elementals at level 16/20. Added "Tripping Bite" ability for wolves
- Applied "Rend" ability for pre-existing trolls
- Added House Rules configuration menu to encompass optional customizations (past, present and future).
- New House Rules options:
- Allow XP overflow option, so it can accumulate beyond the next level's XP
- Slower Levelling option - substantially slows down XP gain after level 3 so you lag 1-2 levels behind a normal game. Makes the game harder at the mid-late game stage.
- Implemented Trip Weapons (weapons that do not trigger AoO on trip attempts): Flails, Gnome Hooked Hammer, Guisarme, Halberd, Scythe, Sickle, Spiked Chain.
- Touch spell charges will now not discharge unless the touch attempt is successful ("Holding the charge").
- Modding/Tech:
- Added PyBind plugin to conveniently expose C++ classes & functions to the Python layer
- Added "tpdp" Python module to allow creating Python-based Modifiers (aka Conditions). See pymod_example inside tpgamefiles.dat for example usage.
- Added python command obj.trip_check(target) - does a trip check vs. target