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Posted: Wed, 4th Aug 2010 00:11 Post subject: Temple of Elemental Evil |
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Temple of Elemental Evil
- Publisher : Atari
- Developer : Troika Games
- Genre : RPG (D&D)
- Release date : September / October 2003
- Protection : SecuROM
- Story :
Quote: | Thirteen years before the start of the game, Hommlet was a peaceful town. Due to low taxes and safe roads, the area became prosperous, and the village flourished. This prosperity drew the attention of evil forces, who began slowly trickling into the area. It is not known where these forces came from, but the Dyvers of Nyr Dyv and the inhabitants of the forestlands of the Wild Coast were the chief suspects. As the presence of bandits, kobolds, and goblins increased, a local militia led by Waldgraf of Ostverk was raised to defend Hommlet. This only served to check the evil forces, however.
Six miles from Hommlet, a group of hovels formed a center for the evil activity. The locals ignored this threat since it was in the marshes, and Nulb began growing. A small chapel built to an evil god grew into a stone structure as the evil forces pillaged and robbed the lands around Hommlet. For three years the Temple of Elemental Evil served as a center for the swarms of vile creatures who plagued Hommlet. As the evil grew in power, the land around the Temple suffered from pestilence, famine, and a lack of commerce.
The leaders of the Temple grew too power-hungry, and they were defeated in open combat after challenging the kingdoms of the north. The evil forces were slaughtered, and their mighty Temple was destroyed and sealed with magic and blessings. In the years that followed, Hommlet became a destination for adventurers, who brought wealth to the city and returned the area to its peaceful origins. Eventually, adventurers stopped coming, and the village went back to life as usual. A year before the start of the game, however, bandits once again began trickling into the region, and the villagers appealed to the Lord the Viscount of Verbobonc for aid. He responded by providing funds for Burne and Rufus, two well-known adventurers from the area, to build a keep just outside of Hommlet. |
- Multiplayer : NO
- System requirements :
Quote: | 700mhz Pentium
128 MB RAM
32 MB video card |
- Recommended mod/patch : http://www.co8.org/forum/showthread.php?t=7737
one of the best 3.5 ed d&d adaptions on the pc, a fun game and a classic story. definitely golden in my eyes, and i guess 7 years old classifies it as an oldie just recently started playing it again and saw that there was no thread here for this awesome game. also included the user made mod/patch
(template stolen from Veki in the fallout thread)
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Posted: Wed, 4th Aug 2010 02:07 Post subject: |
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Game was very boring, but combat system was VERY good IMHO
Dragon Age with such combat system would have been beyond awesome.
Good to know that there is still modding activity on this one, thanks for the link 
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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Wed, 4th Aug 2010 07:52 Post subject: |
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I love this game, still play it from time to time, with the circle of eight mod of course.
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Posted: Wed, 4th Aug 2010 11:50 Post subject: |
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Controls weren't that bad.
Though the game was kinda slow but if you remember that the module it's based on was released in mid 80's (way before DnD got all flashy and stuff) it's sort of comprehensible.
I heard that the game recreates the module very accurately.
How I'd wish somebody would release a new dnd game that amazing. Or a new dnd game at all for that .
(I'd even accept dnd 4 rules - mind you I have to play a dnd 4 campaign - but by now the "new" rules don't sound as shitty as they did when they were released. Most of what I know about dnd 4 I got from the Penny Arcade DnD Podcast - which is pretty fun to listen to btw.)
sabin1981 wrote: | Now you're just arguing semantics. Getting fucked in the ass with a broom stale is an "improvement" over getting stabbed in the eye with a fork  |
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Posted: Sat, 21st Aug 2010 15:06 Post subject: |
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I like this game for only one thing
it was like Pool of Radiance

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Ankh
Posts: 23237
Location: Trelleborg
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Posted: Sat, 21st Aug 2010 16:18 Post subject: |
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Excellent d&d game imo
shitloads of new stuff in my pc. Cant keep track of it all.
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TSR69
Banned
Posts: 14962
Location: Republic of the Seven United Provinces
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Posted: Thu, 26th Aug 2010 00:18 Post subject: |
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I bought it but was also disappointed with the adventure and never finished it.
Combat system was very good though.
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Posted: Thu, 26th Aug 2010 00:29 Post subject: |
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The game is really good (though the interface and controls are kinda finicky sometimes) but yeah the adventure is a bit of a bummer.
Here take this temple with about 2 millions floors. Just kill about everything that moves down there.
While (I think) fun as a DnD pen and paper adventure it didn't really deliver as a pc game :/
Too bad. Would have loved to see another adventure/campaign with the same engine.
sabin1981 wrote: | Now you're just arguing semantics. Getting fucked in the ass with a broom stale is an "improvement" over getting stabbed in the eye with a fork  |
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Posted: Thu, 26th Aug 2010 16:57 Post subject: |
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iconized wrote: | I bought it but was also disappointed with the adventure and never finished it.
Combat system was very good though. | the only good thing about it was the main quest was generated at random... you never started in the same place
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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Wed, 13th Oct 2010 14:33 Post subject: |
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It's now available on GoG $ 5.99
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Ankh
Posts: 23237
Location: Trelleborg
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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Wed, 13th Oct 2010 14:51 Post subject: |
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Ankh wrote: | Epsilon wrote: | It's now available on GoG $ 5.99 |
Abit expensive for a game like this tbh...good thing I already own it  |
5.99 is expensive? thats not even pocket change 
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Ankh
Posts: 23237
Location: Trelleborg
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TSR69
Banned
Posts: 14962
Location: Republic of the Seven United Provinces
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Posted: Fri, 15th Oct 2010 17:12 Post subject: |
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What is the use of buying those nice old games from GoG, it is not like a single penny goes to the original developers?
Formerly known as iconized
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Posted: Fri, 15th Oct 2010 18:59 Post subject: |
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@iconized
Would be sort of hard to accomplish with Troika Games anyway, wouldn't it?
(But I see your argument)
sabin1981 wrote: | Now you're just arguing semantics. Getting fucked in the ass with a broom stale is an "improvement" over getting stabbed in the eye with a fork  |
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locke89
Posts: 2812
Location: Poland
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Posted: Thu, 26th Jun 2014 21:03 Post subject: |
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The total conversion Keep on the Borderlands, whose old demo was incredibly impressive and offered some very innovative featues (such as a very detailed language system), has finally been released .
BEST GAMES YOU'VE NEVER PLAYED (click)
Richard Benson: " Durante tutta la mia esistenza, ho avuto sempre un sogno...
(Throughout my whole existence, I've always had a dream...)
Loving fan: "un cazzo 'n culo!"
(A cock deep inside your ass!)
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Posted: Sat, 2nd Apr 2016 18:33 Post subject: |
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http://www.moddb.com/mods/temple1/
http://www.rpgcodex.net/forums/index.php?threads/temple-changelog.99319/
Quote: | Temple+ Changelog 1.0.0
Improvements
Faster loading time
Display:
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
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)
New Feats Added:
Greater Two-Weapon Fighting
Improved Precise Shot
Sharp-Shooting
Divine Might
Reckless Offense
Superior Expertise
Greater Rage
Indomitable Will
Tireless Rage
Mighty Rage
Greater Weapon Specialization
Improved Disarm
UI
Added Alt-click to quickly sell items to vendors or transfer to chests
Hotkey configuration now gets saved to file, and applies it to new games
Spellbook now sorted alphabetically
Expanded character creation portraits to 8
Added MMB scrolling (hold and move to scroll)
Item tooltip when buying items will warn of item non-proficiency
Expanded the scrolling margin in windowed mode
Item Crafting: Alt-clicking the Create button will keep the window open
Item description box: now tells you
Caster Level and Spell School for Potions & Scrolls
Whether scrolls are Divine or Arcane
Remaining charges for Wands
Crafted wands will have their Caster Level appended to their name
Console improvement: Added 'end' key support & ability to paste from clipboard
High level class features: (levels 11+)
Extended Animal Companions to level 13 (added Dire Bear)
XP table now scales to level 20 properly
Rangers get Combat Style Mastery benefits (Improved Precise Shot or Greater Two Weapon Fighting) at level 11.
Barbarian 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)
New Tactical Combat Options:
Disarm attack
Including +2 bonuses to weapons: Ranseur, Spiked Chain, Nunchaku
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)
Python:
Python upgraded to 2.7;
New python commands:
pc_add - adds a character to the party under the PC subgroup
obj_remove_from_all_groups - removes a character from the party
faction_has - checks if NPC has a faction
faction_add - adds a faction to an NPC
factions - returns a tuple of npc factions (nonzero only, applicable to npcs only)
run_to - makes a character run to a specified location.
fall_down - plays the fall down animation
make_wiz - makes character a wizard of level N (spells/feats not included)
make_class - makes a character a level N of class M e.g. game.leader.make_class(stat_level_barbarian, 16)
feat_add - adds a feat e.g. game.leader.feat_add(feat_craft_wand)
obj_get_int64
obj_get_idx_int - returns array integer type field
obj_set_idx_int - sets array integer type field (e.g. obj_f_critter_skill_idx)
obj_get_obj - returns object handle fields (e.g. obj_f_who_hit_me_last)
obj_set_obj - setter func for same
proto - returns proto number
description - returns description string (known/identified)
inventory_item(#) - gets a handle on inventory items for objects
game.scroll_to - scrolls the view to an object or location (one of the first things I wanted to accomplish when I began modding - only took me 10 years )
refresh_turn - replenishes the hourglass during combat
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 (pre-existing trolls not yet altered, spawned trolls e.g. from Random encounters should get it)
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.
Altered Wand Crafting 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)
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
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
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
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)
Bug Fixes
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
Hangup issues fixed:
Fixed Fragarach / Scather AoO hang when attacking fire creatures
Fixed hang when dual wielding Fragarach + Scather
Fixed Secretdoor bug (where Secretdoors would stop showing for the rest of the game)
Fixed Node lag bug (Offscreen Particle System expiration bug)
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 missing Stat text in character creation UI / skill UI (co8 bug)
Fixed misaligned buttons in Co8 Transfer Item dialogues
Spell Fixes:
Fixed spell permanency bug (e.g. this)
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 long-distance pathfinding glitch in Hommlet (where some members of your group don't move while others do)
Fixed screenshots for windowed mode
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)
Fix Colossal creatures (was a typo in size_colossal string)
Kukri proficiency is now Martial
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)
AI fixes: (strategy.tab commands)
Coup De Grace now works on Unconscious targets (beware!)
Approach checks for proximity before executing, correcting the 'endless zig zag till end of turn' phenomena
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 the infamous NPC-in-leftmost-portrait bug (which had caused quests not to be completed)
Fixed Jaroo passivity bug in Co8
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)
Necklace of Adaptation now properly protects from Stinking Cloud and Cloudkill
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)
Atari Buglist fixed:
002 - Lag at Temple/Nodes
043 - Monster charge attack nonlethal
051 - Secretdoor bug
072 - Healing at range
116 - Double charge for miscasting sorcs/bards
179 - Shocking grasp d8
280 - Enemy summons enmity (lack summoner factions)
294 - Heal spell hostility
413 - losing turns from concurrent turns
415 - Prot. from Align. preventing
431 - Neck. of Adap.
444 - Balor CTD (actually related to suggestion spell)
473 - Vampiric touch
473 - NPC in leftmost slot
495 - Fragarach/Scather lockup
556 - Trip dex/str bug
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