MM7Rev4mod A Radical Redone

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
Tomsod
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Re: MM7Rev4mod A Radical Redone

Unread postby Tomsod » 03 Nov 2024, 16:24

Lone_Wolf wrote: 02 Nov 2024, 15:08 Thief promotion requires taking out strong melee opponents in a small room. Usually I can get that at low level by using invisibility & the gatemaster NPC.
But that npc is not available for hire in this mod (and uses town portal which doesn't work anyway until after the 2nd mage promotion) .
FWIW Town Portal should still teleport to Nighon (and Celeste/Pit if you've progressed the story) even before you "unlock" it (unless DaveHer fixed that). But casting from a scroll will fail with enemies nearby.
Lone_Wolf wrote: 02 Nov 2024, 15:08 In vanilla rescuing the dwarves started a timer which triggered the human/elf war & several tough quest approx 4 months later.
Those quests had a strict time limit.
I don't believe the judge death really blocked anything even in vanilla, IIRC you can still complete human-elf war quests after choosing a new judge. There's one month limit on these quests after taking them, but you don't have to talk to royals right away. In fact I, for one, usually aim to rescue dwarves as soon as possible because there's a mandatory four month wait from there to the second half of the storyline, and I try to spend it productively.

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DaveHer
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Re: MM7Rev4mod A Radical Redone

Unread postby DaveHer » 03 Nov 2024, 17:57

Sorry about the strong monsters. They were made stronger by Big Daddy Jim. You are not supposed to go there until you beef up your group.
David

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Lone_Wolf
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Re: MM7Rev4mod A Radical Redone

Unread postby Lone_Wolf » 03 Nov 2024, 23:41

For now I'll stick to KTCS (Barbarian Thief Acolyte Mage ) and get to know this mod better as I do like the changes (except the free bows of carnage).

Might even delay promotion quests after completing courier quests (or atleast not turn them in) to see how strong a pre-first-promotion party can become with good gear.
(found heartbreaker & moon strike in B, so have the 2 strongest artifacts already).

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DaveHer
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Re: MM7Rev4mod A Radical Redone

Unread postby DaveHer » 04 Nov 2024, 02:44

Lone_Wolf wrote: 03 Nov 2024, 23:41 For now I'll stick to KTCS (Barbarian Thief Acolyte Mage ) and get to know this mod better as I do like the changes (except the free bows of carnage).

Might even delay promotion quests after completing courier quests (or atleast not turn them in) to see how strong a pre-first-promotion party can become with good gear.
(found heartbreaker & moon strike in B, so have the 2 strongest artifacts already).
That is the way to do it. Keep developing your group. Complete all the quests I added to the game. They increase your experience Points.
David

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Lone_Wolf
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Re: MM7Rev4mod A Radical Redone

Unread postby Lone_Wolf » Yesterday, 21:17

Some monsters use Acid Burst .
While that is a water spell, the description of weapons with "of acid" mentions doing body damage .

data/events text/spells.txt list none in the Res column for acid burst, which suggests the damage is physical.

mm7patch readme.txt suggests acid burst was changed to water damage, but also mentions that can be overridden .
That option is not in my mm7.ini, so it should be at default.

How to improve defense against acid burst damage in this mod ?

Tomsod
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Re: MM7Rev4mod A Radical Redone

Unread postby Tomsod » Today, 04:23

IIRC overriding Acid Burst fix is done through editing spells.txt, not mm7.ini. If the element is "none" it gets changed to water, specifying an actual element leaves it intact.

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Lone_Wolf
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Re: MM7Rev4mod A Radical Redone

Unread postby Lone_Wolf » Today, 11:09

Thank you, Tomsod .

For testing I increased water resistance to 500 for all chars and acid burst does very little now.

Acid burst in this mod (which inlucdes grayface patch) is confirmed to cause Water Damage .

A strong white water resistance potion is looking very attractive now and getting to nighon has moved up the list of things to do.

Party is now at lvl 11 and arena knight battles are doable at level 11 with this gear, but I don't have skill 7 in dagger, leather and alchemy yet .
Would have to train up to lvl 17 or 18 atleast .
Decisions , decisions .

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Re: MM7Rev4mod A Radical Redone

Unread postby Tomsod » Today, 19:37

Master dagger is useless in vanilla, maybe less so in this mod, but still not great. What it does is triple just the dagger's stated damage, it doesn't affect strength, heroism, armsmaster etc. bonuses. So let's say you have a 3d4+15 dagger, on average it does 22.5 damage: with master 7 there's a 7% chance of doing 45 extra damage, or just 3.15 extra damage on average. Compare this with axe, mace, spear, armsmaster which all grant +7 damage at 7 skill, and much less random too. In this scenario, dagger only gets even with bigger weapons if it can attack more than twice as fast!

Master Leather is also not great, as master 7 only grants +10 AC compared to expert 4, which is not game-changing. Eventually you should get it, but with limited skill points I would advise investing in armsmaster and some magic school for now. (Assuming we're talking about a thief.) Stealing is also underrated, as it allows saving a lot of money, esp. on consumables.

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Lone_Wolf
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Re: MM7Rev4mod A Radical Redone

Unread postby Lone_Wolf » Today, 21:10

I only mentioned the skills that require to get to nighon to become master .

Current skills at lvl 11 (leaving out some)

Knight Bow 4E , Sword 7M , Plate 4E, Armsmaster 4E , BB 7E
Thief Bow 4E, Dagger 4E, leather 4E, Armsmaster 4E, BB 7E, disarm 4B , perception 4E
Cleric Bow 4E, mace 4E, Leather 4E, Shield 4E, BB 7E, spirit 4E, Body 4E, mind 1B, merchant 7E
Sorcerer Bow B4, Dagger 4E, leather 4E, BB 7E, fire 4E, AIr 4E, water 1B , earth 1B, ID item 7M, Alchemy 4E

With training up
Knight gets Plate M + Armsmaster M
Thief gets Dagger M, Leather M & Armsmaster M .
Cleric Mace M, meditation M , mind E
Sorcerer Alchemy M, Air M, earth E, Water E, meditation E

Knight & Thief have 5 sk left, cleric + sorcerer 0 . need 54 sk total for thief & sorcerer .
Using 3 horseshoes for sorcerer and 1 for thief would mean 8 levels needed .
I got around 37 horseshoes now (mod adds extra horseshoes) , so could use more and train a bit less.

Not using stealing as I want to roleplay a good party, so no stealing from shopkeeepers.
I also never raid the dwarven treasure and only raid Castle Gryphonheart / Castle Navan if I can pull it off before the dwarf king officially recognizes party as lords of harmondale . (Gryphonheart is tough with masters of the sword, but elven rangers can be worse )

Tomsod
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Re: MM7Rev4mod A Radical Redone

Unread postby Tomsod » 36 minutes ago

I see, roleplay is a valid concern. It's just that I only recently found that Stealing is actually very good early on, but of course it's entirely optional!

Even then, I think the thief would benefit more from a strong fire/ice bolt than the dagger & leather masters, although I recall you don't want to get promoted yet so it makes sense. You could've also pushed ID item master on her (master 10 can ID anything, and there are booster rings), possibly also merchant (by the point you can get GM on cleric money is a non-issue anyway).

Bow experts are because of free carnage bows I suppose? Should've skipped the sorcerer, carnage always hits.

Cleric doesn't need the mace master, the bonus is virtually useless, better to invest in magic skills -- you will later need them at 10 anyway, and both spirit and body benefit from each skill point greatly.

Sorcerer can get master air, I thought this mod version was without Maestro's class tweaks? In vanilla you need a promotion first. Overall she looks starving for horseshoes, so many skills. Also correct me if I'm wrong, but didn't you need to complete a quest to get expert fire (and you also got skill level 8 for free)? I guess DaveHer changed that? But if there still is a quest then advancing it manually is kind of a waste.


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