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TOEE mods

PostPosted: Fri Dec 26, 2008 12:06 pm
by BlueSalamander
Here’s an article detailing the changes made to Temple of Elemental Evil by the Circle of Eight. I have probably missed some new content though. Click on a picture to enlarge it.

Nothing to do with the Circle of Eight, but I think this screen is quite funny. It says "Scores with no number higher than 13 will be automatically rerolled". On my first roll, the total of ability modifiers was -1 and the highest number 12, what more does TOEE need to reroll?














A new starting location was added, allowing the party to buy basic weapons and armour. For masterwork equiment, you are given in Homlet a quest to defeat a giant.
















“Nooo! not… my… face!”: When severely wounded, Lareth the beautiful seeks help from his goddess Lloth, the Demon Queen of Spiders. Lloth then sends some spiders to help him, including two black widow spiders down the corridor. This doesn’t happen if you kill him very quickly though.

When leaving the moathouse after killing Lareth, a new big battle takes place involving some of the Homlet NPCs.











The battle at the broken guard tower was made much tougher… In fact this is my favourite battle of the whole game, along with the battle against the fire temple troop commander and his salamanders.

So in the tower battle:
- You are surrounded by enemy soldiers, their commander and a wizard.
- Two witches on either side of the party will cast silence – preventing you from casting spells, then they will cast other good stuff like Hold Person and Spiritual Weapon.
- And if that didn’t work at least 3 archers standing on a balcony will get ready versus spellcasting from your wizard.
That battle gets easier if you go in with the Fireball spell, so if you want a very good challenge, go in with four level-4 characters.





The fire temple. If you don’t want to get roasted, take out the Noble Salamanders first.

The temple priests don’t always believe that you’re there to help them. They now acknowledge the fact that you slaughtered the clerics of the other temples.













Mona, the fortune teller in Nulb, sends you to new area after you bring back her orb. It’s called Hickory Branch and it’s filled with gnolls, orcs and a Minotaur-like creature (which casts Stoneskin when the battle begins). However, it’s very easy to take out most groups by throwing fireballs from far away, they can’t even react.














New creatures appear in the moathouse, not sure when that is triggered, probably after completing Hickory Branch. A witch and a group of tough undead now occupy Lareth’s rooms. On the body of the witch you find a map leading to an interesting drow and witch encounter. Don’t let that witch run away without giving you a kiss, I mean, reward.

Also, Burne, the mage of Homlet, wants the party to find the answer to two riddles. Both very clever. The second one is really tough. They remind me of the riddle given in Baldur’s Gate 2 inside the illusory circus – about the age of a prince and princess (the age of the prince is equal to the age the princess was when the prince’s age was equal to the sum of their ages divided by two, etc).







Some female prisoners on the second level of the Temple of Elemental Evil ask you to escort them to Verbobonc – probably the largest addition to the game. Verbobonc’s officials then send you on a quest to eliminate a group of drows.















On that quest, you will encounter drow elves, phase spiders, a gargantuan spider and a white dragon.



































One of the battles in the elemental nodes. By the end of the game all my characters had nearly 40 AC (from enchanted tower shields and enchanted mithril full plates) as well as +3 holy axiomatic shock longswords and +6 strength belts. Both adamantine and mithril armour is available; adamantine provides damage reduction while mithril lets you add a higher dexterity bonus to AC.

Thanks to the Circle of Eight for making TOEE even more enjoyable. I think it would also be nice to have more encounters with medium and high level spellcasters casting spells like confusion, slow, glitterdust, call lightning, etc, not just Fireball and Mirror Image.

Re: TOEE mods

PostPosted: Sat Dec 27, 2008 1:45 am
by getter77
Good stuff indeed. Like in Arcanum though, in the end, there may be walls they hit with what they can fix, add, and modify without having access to the source code of dearly departed Troika. May...since clearly the hacking folk have gotten much better compared to years back...

Re: TOEE mods

PostPosted: Fri Aug 14, 2009 9:05 pm
by Sitra Achara
Hi!

One awesome fight that you missed is with the Hommlet traders. It's comparable to the Tower fight, I'd say (and probably tougher too).

Another cool addition is Lareth's new subplot. Try showing him some mercy next time ;)

Re: TOEE mods

PostPosted: Fri Aug 14, 2009 9:16 pm
by Demiath
Great article. I never played TOEE without having Co8 installed so I don't have first-hand experience of the pre-patch version, but I've heard so many horror stories about how broken it was back then that I never want to find out...

getter77 wrote:Good stuff indeed. Like in Arcanum though, in the end, there may be walls they hit with what they can fix, add, and modify without having access to the source code of dearly departed Troika. May...since clearly the hacking folk have gotten much better compared to years back...


Has Arcanum also been somewhat/substantially improved by unofficial patches? I never got very far in that game (largely due to the unbalanced skill system and depressingly boring environments), but I've always been meaning to go back and give it another go...

Re: TOEE mods

PostPosted: Sat Aug 15, 2009 2:59 pm
by getter77
Yeah, there's some crazy stuff afoot in continued Arcanum workings....I think you can find a thread/may be stickied on it on RpgCodex in the general rpg discussion board. One guy in particular has managed all kinds of crazy stuff with it...