Long ago, in the land of Flanaess, an evil demoness founded a cult dedicated to exploring evil in its most elemental forms. This cult was based in a temple just outside the village of Hommlet in a vile shire known as Nulb. Soon, this cult ruled the region with tyranny; times of chaos and violence ensued. Hard-fought battles were waged and the war was eventually won by the good armies of nearby lands. The temple was razed, the villains were imprisoned, and order was restored. The temple itself faded into distant memory...until now.
Recently, bandits have begun patrolling the roads outside Hommlet and wicked forces are rumored to be afoot, converging on the ruined temple at Nulb. Their purposes for such meetings are as yet unknown. The identity of these people are equally a mystery. Some claim they are bent on slaying monsters and maintaining order within the region, but no one can be sure.
So begins your adventure within the Realm of Greyhawk. It is an adventure that will lead to the source of a deep and abiding mystery, to the very core of evil itself.
* Multiple story paths and multiple endings
* Five controllable characters and three followers in each party
* Richly varied environments populated with reactive NPCs
* Based on the Advanced Dungeons & Dragons 3.5 ruleset
* Characters that can be customized with skills, feats and spells
* Brought to you by the creators of Arcanum
* Party-based adventuring and tactical turn-based combat
* Gameplay that supports all alignments
* Formidable obstacles including a wide array of monsters
* First PC game based on the classic Greyhawk module
Hello again folks, it's time for another update!
Marking its second anniversary, the latest release of Temple+ finally brings several new playable races to the fold:
As usual, to enable these non-vanilla ToEE options, open the House Rules configuration menu and select "Extra Races" and "Monstrous PC Races".
Needless to say having a PC Hill Giant or a Troll makes much of the early game fairly trivial. Nevertheless it's still quite fun to watch your Troll shred your foes to bits with its Rend ability :)
Be aware though that due to their level adjustment modifiers, these races level up quite a bit slower than normal characters. Especially Trolls and Hill Giants who also have racial HD, which makes their Effective Character Level equal to level 13 / 17 from the get-go!
Also, don't expect any special reactions from the NPCs in the campaign. Content modding (dialogues and such) is outside of Temple+'s focus, so just consider it a fun addition :)
This update also lays out the foundation for moddable races, similar to how Temple+ lets you create and customize character classes via python scripts, without touching the actual C++ source code.
Other than the above races, we're aiming to add to the main mod all the extra PC races found in Icewind Dale 2. It's still too soon to say we're embarking on that long Total Conversion road, but having some of the elements laid out is a good start :)
The other big news is that Wall spells are finally here! Well at least one of them is ;) This release includes Wall of Fire, available for Co8 users. That said, adding the other wall spells won't be straightforward, since they all have very finicky rules. This does open up the possibility for modding variants of the Wall of Fire spell (Wall of Icy Fire, anyone?)
The past few months have also had numerous feat contributions from users IPDT_FE and doug1234. Most of the martial classes have some new options now, all taken from the various D&D 3.5ed supplementary materials.
The list of new feats includes:
Another nifty feature added in the last few months is the Walk option. As you may have noticed, in ToEE your PCs always move using the run animation, even for short distances while walking about in Town. Though ToEE did have an option to disable running, it was tucked away in a config file that had to be manually edited, and even that was buggy.
Temple+ now introduces the Walk Distance option in the configuration utility to solve this issue. It allows you to define what minimal distance triggers the running animation - if your destination is closer than that, your characters will walk there instead. The default is 0 - same as vanilla, i.e. always run - but now you can set it to say, 20 feet, and watch your characters casually walk instead. You can also set it at a greater value and override it with Ctrl+click, which will force your characters to run.
The DM repertoire has also been slightly expanded, as now it includes a Fudge Rolls tab and an option to edit (or heal) HP damage. Personally I've found it invaluable when testing things, but you may also use it for whatever suits your needs and preferences ;)
As tradition dictates, whenever I playtest an upcoming major release I get fed up with some tedious aspect of the game and take the time to improve upon it. This time it's the looting UI, which now features a Next button. This allows you to cycle through nearby corpses without having to exit the UI and pixel hunt the next corpse in the pile. Take All has never been easier :)
Other than that we've also fixed numerous crash issues and bugs you've reported in our forums (and some that you didn't as well ;)). Judging by our bug-report inbox, it looks like we got most of the crash issues down *knocks on wood* but in case we missed any, you can send bug reports to our email at firstname.lastname@example.org or post it on the forums. Crash notices will also provide more detailed instructions on how to file helpful reports now, so please follow them ;)
A big shoutout to contributors for this release:
Risewild - for provinding Drow textures
IPDT_FE - Craven, Deft Opportunist, Extra Music, Vexing Flanker feats
doug1234 - Divine Armor, Divine Shield, Divine Vigor, Extend Rage, Extra Rage, Extra Smiting, Improved Favored Enemy, Improved Rapid Shot feats
Cheers, Cattle & Pug
Change log since v1.0.50:
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