Search found 178 matches
- 21 May 2024, 19:09
- Forum: Might and Magic
- Topic: MM7 skill emphasis mod (#1)
- Replies: 18
- Views: 1057
Re: MM7 skill emphasis mod (#1)
Nice to see you too. Projectiles shot at other monster have their target ID set. So they should not ever target the player. There are some projectiles shot at nobody. These can home to player, like the fireball from goblin fort in Harmondale. I explicitly disabled it. Agree about statistics. I was j...
- 08 May 2024, 15:01
- Forum: Might and Magic
- Topic: MM7 skill emphasis mod (#1)
- Replies: 18
- Views: 1057
Re: MM7 skill emphasis mod (#1)
Gooday, thanks for your respond. So I understand that my new implement will require vastly codding. So I will divide my reply in two part, least codding and more codding. For least codding, I think for 25 years we have new graphic, new mouse look, some what bug fix, but those things add smooth game...
- 07 May 2024, 15:15
- Forum: Might and Magic
- Topic: MM7 skill emphasis mod (#1)
- Replies: 18
- Views: 1057
Re: MM7 skill emphasis mod (#1)
Thank you for response. 1. Add feature of stamina, which acquire skill by default, everyone start with it, it becomes most used skill. Each point of this skill will add like Knight with 8 stamina each skill, sorcerer with 2 each skill, and so on. Let illustrate with stamina, now you will need: - Eve...
- 24 Apr 2024, 11:09
- Forum: Might and Magic
- Topic: MM7 skill emphasis mod (#1)
- Replies: 18
- Views: 1057
Re: MM7 skill emphasis mod (#1)
Yet one of my design guidelines is to avoid making such challenge parties impossible or unreasonably difficult (beyond what one can expect from playing four Knights, for example), so I care! I think the WIP version of my mod is in fact significantly more four-Knight-accessible than vanilla at this ...
- 23 Apr 2024, 23:56
- Forum: Might and Magic
- Topic: MM7 skill emphasis mod (#1)
- Replies: 18
- Views: 1057
Re: MM7 skill emphasis mod (#1)
As an extreme example, a party of 4 Paladins would be restricted to Novice Perception, and some areas require 40 skill IIRC. Even with Psychic and Scout hirelings that's a tall order! Granted, every class can at least learn Perception in vanilla, so it's never literally impossible. Ah, you mean thi...
- 23 Apr 2024, 20:50
- Forum: Might and Magic
- Topic: MM7 skill emphasis mod (#1)
- Replies: 18
- Views: 1057
Re: MM7 skill emphasis mod (#1)
From just browsing the readme: the Perception change is pretty clever! In my mod it just improves corpse looting for now, but I wanted to have more dungeon stuff that depends on this skill, so I might steal your idea. Although, did you encounter any secret doors which would completely block progres...
- 23 Apr 2024, 16:27
- Forum: Might and Magic
- Topic: MM7 skill emphasis mod (#1)
- Replies: 18
- Views: 1057
MM7 skill emphasis mod (#1)
Hello, fellow players! This is my version of MM7 skill emphasis mod. Similar to what I did for MM6: https://www.celestialheavens.com/forum/topic/17131. README: https://github.com/tnevolin/mm7-skill-emphasis-mod/blob/main/README.md INSTALLATION: https://github.com/tnevolin/mm7-skill-emphasis-mod/blob...
- 18 Apr 2024, 19:11
- Forum: Campfire
- Topic: Report Site&Forum Bugs [since Aug'15]
- Replies: 184
- Views: 225876
Re: Report Site&Forum Bugs [since Aug'15]
Woo-hoo. Thanks, man!
- 18 Apr 2024, 11:06
- Forum: Campfire
- Topic: Report Site&Forum Bugs [since Aug'15]
- Replies: 184
- Views: 225876
- 18 Apr 2024, 00:01
- Forum: Campfire
- Topic: Report Site&Forum Bugs [since Aug'15]
- Replies: 184
- Views: 225876
Re: Report Site&Forum Bugs [since Aug'15]
Hello, everybody.
I cannot create topic in Might & Magic forum anymore. Can in some others, though. What happened?
I cannot create topic in Might & Magic forum anymore. Can in some others, though. What happened?
- 31 Oct 2022, 16:27
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 68839
Re: MM6 skill emphasis mod (#74)
Hmm. That's could be the problem, agree.
Well, let's test it and see.
Well, let's test it and see.
- 31 Oct 2022, 05:00
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 68839
Re: MM6 skill emphasis mod (#74)
If it is backward compatible, then yes.
I would guess it is.
I would guess it is.
- 26 Aug 2022, 00:48
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 68839
Re: MM6 skill emphasis mod (#74)
Absolutely no worries, Ark. I read you right. You wouldn't post it here if you wouldn't like the mod! :D This being said you got the modification idea right. Simplify the mechanics so that myself and other modders can tweak it to balance with predictable and intuitive results. I hope I didn't give t...
- 23 Aug 2022, 19:59
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 68839
Re: MM6 skill emphasis mod (#74)
RE: page timeout.
It bit me before. The trick I use is to just copy all text I entered *before* clicking submit button if I fear that it was hanging there for too long. Then paste it back.
It bit me before. The trick I use is to just copy all text I entered *before* clicking submit button if I fear that it was hanging there for too long. Then paste it back.
- 23 Aug 2022, 19:58
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 68839
Re: MM6 skill emphasis mod (#74)
1: Conan doesn't have its stats adjusted like other 2h axes do, check that the artifacts are modified to your liking. Right. I may miss its properties changed. However, for relics of such magnitude this should be minor difference. 2: Of darkness effects are using the old calculation, that is to say...
- 23 Aug 2022, 17:38
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 68839
Re: MM6 skill emphasis mod (#74)
First of all, thank you Ark for very detailed feedback. Much appreciated. Feel free to join Slack group where a lot of this mod balancing question are discussed. May be interesting for you. You are generally right that any mechanics change requires further rebalancing. From the other hand, the rebal...
- 28 Jun 2022, 02:19
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 68839
Re: MM6 skill emphasis mod (#74)
I don't mind. This is just a wish list. I was thinking to place any effects not directly affecting combat to the first layer. Then directly affecting combat in second layer, and complete immobilization in third.
Weak halves physical damage. In this regards it is similar to Curse for weapon attack.
Weak halves physical damage. In this regards it is similar to Curse for weapon attack.
- 27 Jun 2022, 17:23
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 68839
Re: MM6 skill emphasis mod (#74)
Guardian Angel spell is a little too narrow focused and actually current implementation causes some HP problem. I am thinking to redo it like that. Duration is proportional to skill. Protects against death because of HP going to low due to monster attack. Protects against all other bad effects induc...
- 27 Jun 2022, 00:46
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 68839
Re: MM6 skill emphasis mod (#74)
Asked question about Raise Dead weird behavior.
https://www.reddit.com/r/MightAndMagic/ ... _behavior/
https://www.reddit.com/r/MightAndMagic/ ... _behavior/
- 19 Jun 2022, 22:20
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 68839
Re: MM6 skill emphasis mod (#73)
#74
https://github.com/tnevolin/mm6-skill-e ... version-74
Monster spell damage now calculates properly.
In vanilla it was calculated absolutely weird way. Lazy programming?
https://github.com/tnevolin/mm6-skill-e ... version-74
Monster spell damage now calculates properly.
In vanilla it was calculated absolutely weird way. Lazy programming?