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ToEE patch available (this time really!)
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Author Thread
Garrett
 
 




Joined: 13 Jul 2001
Posts: 74
Location: Munich, Germany
ToEE patch available (this time really!)
   

The long awaited and almost released and then again un-released patch for Troika's RPG jewel Temple of Elemental Evil is available at <a href="http://files.worthplaying.com/files/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=1331&title=Temple Of Elemental Evil - v1.0 Update Patch" target="_blank">Worthplaying</a> or <a href="http://www.gamershell.com/download_4097.shtml" target="_blank">GamersHell</a> now. The 8 MB sized file addresses the following issues:<blockquote><em>[quests]
<br>
<br>Mona orb quest fixed so that she will always recognize and accept the orb's return to complete her quest.
<br>Romag now recognizes when you return to him if while doing his quest Rentsch is killed.
<br>Pishella's dialog updated so that she consistently says the PC's have four days to destroy Zuggtmoy after the skull is destroyed.
<br>Can no longer tell Hedrack that Scorpp has been killed to get to the end game if Scorpp is NOT dead.
<br>Can no longer offer Skole's violet garnet to Lodriss if Skole's quest is just mentioned and you do not have the garnet.
<br>Antonio will allow you to place dice with him again if you are doing quests for Alrrem and exit the dialog the first time you play without winning.
<br>Belsornig now marks the Oohlgrist quest as botched if you kill the troll or have already convinced him to join Alrrem
<br>Poison vial from Belsornig must be left in Alrrem to complete the quest (you can no longer just insert it and then remove it)
<br>Rannos Davl will now continue the Chaotic Evil vignette conversation with the player after the moathouse has been cleared.
<br><br>[spells]
<br>
<br>produce flame can no longer be cast multiple times in the first round it is cast.
<br>touch attack spells no longer allow infinite actions in the first round they are cast.
<br>magic weapon, greater magic weapon, magic vestment, and keen edge are no longer permanent.
<br>animate dead now makes the target corpse drop all of its inventory before creating the specified undead creature.
<br>protection from evil/etc now correctly only applies invulnerability against summoned/conjured creatures of the appropriate alignment (note: elementals are not subject to this effect unless they are themselves summoned/conjured).
<br>magic circle against evil/etc now correctly only applies invulnerability against summoned/conjured creatures of the appropriate alignment (note: elementals are not subject to this effect unless they are themselves summoned/conjured).
<br>Haste now correctly gives a bonus attack with the primary weapon at the highest base attack bonus for a full attack.
<br>the same character can no longer be targeted more than once for Haste (which originally allowed the Haste bonuses to stack multiple times).
<br>the same character can no longer be targeted more than once for Slow (which originally allowed the Slow penalties to stack multiple times).
<br>break free is now possible with the entangle spell.
<br>dismiss spell now works properly with the entangle spell.
<br>spike stones (damaged state) now correctly responds to the Heal skill or a cure spell.
<br>spike stones/spike growth now damage a character after movement, rather than before (which would keep a character from moving at all in the spell's radius).
<br>"spell cast" signal is now properly relayed to all spell targets.
<br>"break free" now properly relays the correct spell ID.
<br>"dismiss spells" now properly relays signal to all spell targets.
<br>touch spells that are held as charges now properly remove themselves when the character casts another spell.
<br>entangle no longer spawns multiple area effect particle systems.
<br>softer earth and stone is no longer permanent.
<br>spike stones/spike growth play sound f/x correctly.
<br>burning hands is now correctly listed as an Evocation spell.
<br>see invisibile is now correctly listed as a Domain Knowledge Level 2 spell.
<br>discern lies is now correctly listed as a Domain Knowledge Level 4 spell.
<br>spike growth is now correctly listed as a Domain Plant Level 3 spell.
<br>spike stones has been moved to a Domain Plant Level 4 spell.
<br>blur is now correctly listed as a Domain Protection Level 2 spell.
<br>enlarge is now correctly listed as a Domain Strength Level 1 spell.
<br>endure elements was incorrectly listed as a Domain Strength Level 1 spell.
<br>endurance is now correctly listed as a Domain Travel Level 2 spell.
<br>haste is now correctly listed as a Domain Travel Level 3 spell.
<br>hide from undead is now correctly listed as a Domain Trickery Level 1 spell.
<br>suggestion is now correctly listed as a Domain Trickery Level 3 spell.
<br>mind fog is now correctly listed as a Domain Trickery Level 5 spell.
<br>sleet storm is now correctly listed as a Domain Water Level 3 spell.
<br>death ward now properly protects against Death spells (e.g. Slay Living) * darkvision has been removed as a learnable spell.
<br>fixed, spell 522 (Wall of Fire) was incorrectly mapped to Glibness.
<br>spiritual weapon is no longer affected by adverse spell effects, such as Web.
<br>spiritual weapon no longer deals holy/unholy damage.
<br>fixed circle of doom, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, and cure light wounds, mass to use correct caster level check.
<br>fixed inflict critical wounds, inflict light wounds, inflict moderate wounds, inflict serious wounds, and inflict light wounds, mass to use correct caster level check.
<br>fixed slay living to use correct caster level check.
<br>divine favor now properly applies its bonus to damage rolls.
<br>true strike now properly set as a Verbal spell only.
<br>dismissal DC check now correct. typo in 3.5 manual-in-progress.
<br>cloudkill now correctly checks spell resistance before applying it's effects.
<br>fixed several issues of Poison damage/effects from spells versus immunities to poison.
<br>fixed a spell resistance check in the spell module.
<br>vrock spore attack now properly checks against Poison immunity.
<br>goodberry now heals 1 point of non-lethal damage also.
<br>call lightning now correctly reduces duration by 10 rounds per use.
<br>flame strike now correctly observes evasion/improved evasion when dealing the secondary DIVINE damage.
<br>spells that were previously being incorrectly reduced by Damage Reduction now deal "MAGIC" type damage, which will not be reduced by DR.
<br>Conjuration spells that previously were subject to Spell Resistance in 3.0 are now NOT subject to SR as in 3.5.
<br>Resist Energy no longer removes itself after absorbing damage, and should now absorb the correct amount of damage based on caster level.
<br>Protection From (Alignment) and Magic Circle against (Alignment) now properly give immunity to mind-affecting/charm spells.
<br>MANY scrolls were casting aid (mostly 3.5 spells), they should now cast their correct spell
<br>added a catch-all to remove lingering spell effects that persist after duration expires.
<br>Targets of command:fall now stay on the ground for 1 round as per PHB.
<br>Detect Undead should play a sparkle on undead now, before they just happily sat there detected but quiet.
<br>Lareth's ring of freedom of movement should work more like the spell now.
<br><br>[rules]
<br>
<br>tumble now properly works for characters not in medium or heavy armor.
<br>evasion/improved evasion now properly works for characters not in medium or heavy armor.
<br>fixed bard spell failure check when not in medium or heavy armor.
<br>monk and barbarian fast movement fixed in regards to armor (none, light, medium, heavy).
<br>ranger feats related to medium and heavy armor are now correct, including two-weapon fighting.
<br>fast movement for barbarians and monks is now correct in regards to medium or heavy armor.
<br>paladin divine grace saving throw bonus is now properly adding a bonus from CHA (was CON).
<br>healing domain power (add +1 to caster level checks for Healing spells) should now work properly.
<br>fixed 1-handed/2-handed issues with dwarven waraxe.
<br>fixed 1-handed/2-handed issues with bastard sword.
<br>fixed weapon proficiency issue with bastard sword.
<br>fixed certain cases in which a creature was "helpless" but not eligible to be subject to a sneak attack.
<br>equipped shields now properly count against 2-handed (x1.5) damage with melee weapons.
<br>monks can now use Power Attack with unarmed strike.
<br>metamagic feats no longer actually increase DC checks for spells.
<br>using/drinking potions now correctly incurs AOO's.
<br>evasion/improved evasion now correctly reduce damage appropriately against an empowered damage spell
<br>weapon finesse updated to 3.5
<br>added greater weapon focus to levelup screen
<br>whirlwind attack no longer free after being used multiple times
<br>Full attacking with dual weapons now uses the correct weapon.
<br>cleave no longer works with whirlwind attack
<br>Corrected bonuses for improved two weapon fighting
<br>changed short swords to use proper type
<br>Corrected armor check penalties for masterwork armor
<br>corrected armor check penalties for crafted magic armor
<br>corrected critical hit ranges
<br>greater spell penetration added
<br>Run actions (and all such derivative actions like Charge) now correctly invalidate a 5' step after performing the action.</em></blockquote>
<br><a href="http://www.atarisupport.com/newfaq/dungeonsdragonsthetempleofelementalevil.php?browser=1&osType=WINXP&pageDisplay=DOWNLOADS" target="_blank">Atari's support page</a> still doesn't have teh file, even though <a href="http://www.bluesnews.com/" target="_blank">BluesNEws</a> reports to have ot seen there.
Post Mon Nov 10, 2003 8:31 pm
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Guest
Guest






   

"Atari's support page still doesn't have teh file, even though BluesNEws reports to have ot seen there."

Oaky, sounsd good! THanks!
Post Mon Nov 10, 2003 8:32 pm
 
Garrett
 
 




Joined: 13 Jul 2001
Posts: 74
Location: Munich, Germany
   

ieeek

added that part in a rush after i checked ataris site, sorry
Post Mon Nov 10, 2003 8:35 pm
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Barghest
Head Merchant
Head Merchant




Joined: 23 May 2003
Posts: 70
Location: How in hell do I know?
   

Please try to avoid spoilers in newsposts. You should hide the Quests section...!
Post Mon Nov 10, 2003 9:02 pm
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Garrett
 
 




Joined: 13 Jul 2001
Posts: 74
Location: Munich, Germany
   

errr...I can't see why these few sentences are spoilers???????
Post Mon Nov 10, 2003 9:06 pm
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Hellbishop
Guest






Thanks for the Patch news.
   

Thanks Garret on the Patch news.Yes i tried the download link at ATARI but they still dont have it.The other sites though do have it and i have already downloaded the full 8meg patch.Talk about alot of great fixes.Thank you ATARI and all involved for this fabulous product that is well worth the money and then some .
Post Mon Nov 10, 2003 9:33 pm
 
dagon
Village Dweller
Village Dweller




Joined: 12 Jul 2001
Posts: 7
atari has the file
   

atari has the file, I got it from there :
click right mouse button "save target as"

and it's done...

I still don't understand why clicking directly doesn't work...

NOW I'll start playing it !
Post Tue Nov 11, 2003 11:06 am
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HiddenX
The Elder Spy
The Elder Spy




Joined: 20 Jul 2001
Posts: 749
Location: NRW / Germany
   

the patch comes too late - I'm trough the game already
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Post Tue Nov 11, 2003 12:44 pm
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Kendrik
Thin Blue Line
Thin Blue Line




Joined: 13 Jun 2002
Posts: 550
Location: England
   

Sometimes the "Right click" method doesn't work either. Best bet is to click on the link then on the resulting "Page not Found" site simply keep refreshing (Press F5) and it will eventually start downloading. I think the problem was that there is a limit of 200 people downloading at any one time.
_________________
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Post Tue Nov 11, 2003 5:47 pm
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Garrett
 
 




Joined: 13 Jul 2001
Posts: 74
Location: Munich, Germany
   

or just use a mirror, worthplaying or gamershell
Post Tue Nov 11, 2003 5:49 pm
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