v 1.01 changelog:
-The Hag in the troll fens now drops her eye on death.
-Fixed dialog bugs with Rufus and Canoness Y�dey convos.
-Either method of completing �Spies among us� now correctly mark the quest as completed.
The Temple of Elemental Evil Revisited is my own take on Gygax's classic pen and paper module.
It�s impossible to imagine the mod being produced without Troika�s The Temple of Elemental Evil. There aren�t many games were I was so bitterly divided between the things I liked about the game and the things I disliked. As much as I enjoyed the combat system, I found the actual encounters simplistic and repetitive and as much as I liked the idea of a huge, balkanized pentagon-sized fortress filled with bugbears, the lack of storytelling left me cold. The Temple of Elemental Evil Revisited is my own little attempt to create a game with the basic ToEE set-up that a) gives the player choices about how he/she wants to deal with the temple, b) has an enjoyable story without railroading the player into it and c) has gameplay that people enjoy.
There are a lot of different elements that I had to weigh to try to make all of this happen, but I�m pleased with the final result. The three basic principles that I tried to keep in mind in design were to keep try to design encounters that would take advantage of the ruleset, to allow choices about the progression of the plot and to make the player feel involved in the story of the temple, both in terms of exposition and background and in terms of some connection to the PC.
There are also a number of things that I�ve changed from the original module (and by extension from Troika�s very faithful remake), some of these are minor (It�s set in Forgotten Realms, not Greyhawk, the geography of the temple has changed), some aren�t (Lareth and Lolth�) and I�m certain that many loyal fans aren�t going to like the changes (particularly since Gary Gygax died yesterday, I�m writing this on 3/5/08). To those people, I�d just like to say that I understand. Please give the module a try anyway; you might find something you like.
sorry no 20 diploamtic ma 20 in charisma with the eagle spell
Posted by Ettore at 2008-08-0611:56:50
Sorry to disturb again but where do I put thw mod suggested? DebugMode 1 GiveItem te_it_hag_eye DebugMode 0 On teh Melub convo... I suppose I have to begin teh mod again as I used a paladin taht have with spell can have 20 diplomacy but has not appraise (appraise it is not a paladin ability i suppose rogue is necessary then and companion rogue to whom gave 5 appraise seems no good for that))
Posted by crichton at 2008-08-0516:06:03
Sadly the hag's eye quest really is bugged, I've fixed it and that fix will be in version 1.01 along with some other minor fixes. In the meantime, you can continue the quest by giving yourself the eye: DebugMode 1 GiveItem te_it_hag_eye DebugMode 0 @TimoteiYounge: To get the lizards to disperse (and hence continue the main quest) you have to kill their leader (or come to terms with him). It's impossible for six people to kill every lizardman in the valley, the lizardmen you see in the village represent a larger population (a village of 500-600) but today's computer games can't simulate real life quite that directly. @Ettore: -A village blacksmith can't supply you with plate mail and falchions, you can either make them yourself or start with basic weapons (spears, leather armor, handaxes). Better weapons/armor are available later in the game. -If you look at the line in Melubb's convo, it has a [Appraise/Diplomacy] tag, these are the skills you need.
Posted by Ettore at 2008-08-0504:47:58
Trere si a prpoblem with teh hag's eye: to find it in water seems impossible. Suggestion?
Posted by Ettore at 2008-08-0501:12:25
Another question: how special store of Jeweler is given??? How much carisma is needed? with 20 it is not enough! The worst thing of the no exp solution is taht it is impossible to change abilities in a game where you dont know what you need.- In the mod there there are no jewels, no armor, no exp, no potions, only craft way for some things. Dont you think that this is too far by the DD universe?
Posted by Ettore at 2008-08-0405:57:25
Errata corridge The smith sell 50 inkots every time for this he asks 252 golds. other question no potions in game so you need to ahev potion feet it should be better that players knows before that they will hace no such things so they will get the craft and abilities in making the companions
Posted by Ettore at 2008-08-0402:21:28
A bug: smith asks 252 golds for a iron inkot....adn if you get 1 his stock(50) is always same. So,to begin the quest is almost impoissibel as the smith has no decent weapons and armours and you must make them In this way a simple sword asks more 500 golds and you have 1000 for teh group gear !
Posted by TimoteiYounge at 2008-08-0315:51:57
***SPOILER WARNING*** Hi, I am not going to vote yet as this does not feel like a finished/polished mod and I also had a few bugs that spoiled it for me. Liked: - Starting with pretty much nothing and having some say in party make-up. I imported a character from before that had some nice gear and I liked the fact that he had nice stats, but not the gear to rely on anymore. :) - Nice combat encounters. Really had to think about what I did and could not just click to hack slash my way through. Died a lot and proud of it... :) - Due to challenging combat, I felt more companionship with the...erm...companions. Disliked: (sorry, this is a longer list, but hopefully feedback that will help you improve it, so please take as constructive criticism) - Really bland NPCs (town's folk, quest givers, etc.) - Really bland companions (with nothing more to say than what they started off with. Once I know what they want from the shop, please take it out of dialogue options.) A description of MEDIUM under Roleplay section is not really justified - this implies at the very least some opportunities to question companions about their background or something, possibly love interest or quests for them. Unless I missed something there was VERY little further interaction with companions. - Some areas too big considering what is in them. Almost felt like an excuse to queue up several mobs of the same for combat. Combat was interesting and challenging. But not THAT interesting that it warranted half a dozen groups of spiders in the same level of the moat house for instance. - I did not like the forcing of a "relative" (read brother) into the list of companions. In this case the companions hardly interacted (at least as far as I could tell playing for two or three hours) so it probably did not matter too much, but forcing a relative into a party always makes me feel as if my character history is violated. I always like the history of what preceded the start of any adventure to be as neutral as possible. This is obvioulsy a personal opinion, but I thought I'd voice it anyway. I appreciate that some background to the current situation needs to be made up by the game creator, but as far as personal relationships are concerned (anything more than an aquaintance) should be made in-game and not be predetermined. - If you decide to port something from one campaign setting to another, please do it completeky. I do not mind people making up locations in FR setting (it is almost inevitable!) but things like deities/religions, etc. that are Greyhawk do not sit right with me if the setting is FR. Lore is important for atmosphere...so I prefer it to be as close as reasonably possible to canon. Again, as I did not play through, St Cuthbert in this case could refer to something totally different, but as far as I could tell the name was being used in the Greyhawk context which has no place for FR story. I appreciate he is part of the DD "generic" pantheon, but as you went to effort making it a FR based adventure, it would have been nice to stick to a FR deity as well. Oghma or Deneir might have done... - Some bugs prevented me from doing some (what might be critical path) quests. So stopped playing. Bugs: - Could not finish "Kill Lizzard Men" quest for Pirate Captain. I got the quest but no matter how many lizzards I killed in the swamp, I could never hand in the quest and had no dialogue option to get around it. After being given the quest, the only dialogue I could get out of the pirate was "Farewell". - Hag's eye never dropped, so either I killed the wrong hag expecting a drop or this is also a bug. Currently, my theoretical vote for the mod is 6. It has a lot of potential, but it is one of those mods where, try as much as I like, I cannot really get immersed in the world, firstly due to lack of companion interaction and secondly due to campaing lore conflicts. Bugs just kinda pushes it from a 7 to a 6 for me. Nonetheless, I am always thankful that people take the time to put their work out there and I want to say thanks for releasing this. Hopefully, you will fix some of the bugs and post an updated version. When you do, I'll try to turn a blind eye to the lore conflicts and start over. I'm not much of a hack slash man, but this was done well enough to make it worth while - if even only for the combat. Sadly, this had the opportunity to be a nice roleplaying game too, but the elements that would qualify this as a MEDIUM roleplay experience were sadly lacking for me. Please keep in mind that I do not mean to rip the mod - it has a lot of potential and is still enjoyable in it's own way. And I really appreciate the effort of anyone taking their valuable time and releasing something for free. :) I do not write up on mods I play often, so just the fact that I take the time to write means I am impressed (if at the same time somewhat disappointed). Hopefully we will get to see some more of your work. Keep it up and good luck! Take care and thanks! TY
Posted by Maxell at 2008-08-0212:04:03
I may try this one again later, but it's a slow starter. You have to level up five bland companions. You don't have any gear, which is sort of interesting, but you can't rest, so after most fights you have to go back to town, into the inn, upstairs, rest, then reverse.
Posted by crichton at 2008-08-0209:11:33
Rosie- Thanks for pointing out the dialog bugs. The Hag's eye thing, repeatable rufus and y'dey dialog and spies in hommlet thing all definitely sound like bugs, I'll look into them. It sounds like Tolub is WAD (that quest may need to be split up a little) and if Rentsch is gone, you're fine, just go back and talk to Romag again. Though if you don't want to join the earth temple, you can go deeper into the temple without using the map (and you'll have to the first time anyway). Check the mini-map, you should see "Door to the 3rd floor of the Temple" marked as a map point. Once you go to the 3rd floor that way, then you can use the scrolls for fast travel.
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone