Search found 493 matches
- Today, 16:49
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 341
- Views: 105613
Re: Elemental Mod for MM7 -- v4.0 open beta
the problem is that there's normally only four monsters immune to physical damage anyway, and they're all Early Game. Elemental raises this number to ten but they're still all Early Game.
- Today, 12:09
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 341
- Views: 105613
Re: Elemental Mod for MM7 -- v4.0 open beta
re spectral weapon: I would be fine with reducing the duration, as then I would need to pay upkeep (as it were) to maintain vanilla strats, which is in line with the other buffs from Spirit magic. I'd actually be okay with putting magic immunity on Liches, to make them in line with MM6 liches, but s...
- Yesterday, 23:08
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 341
- Views: 105613
Re: Elemental Mod for MM7 -- v4.0 open beta
or confiscate banked funds while in prison, to discourage it. normally you only pull the jail sentence at the very end, to negate stealing the tapestry, and at that point losing the banked money doesn't matter.
- Yesterday, 21:45
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 341
- Views: 105613
Re: Elemental Mod for MM7 -- v4.0 open beta
So I found another get rich quick scheme - put all the money in the bank, then serve a prison term. 52 weeks' worth of interest, all for the low low cost of three armageddon spells in the Tularean Forest. (For some reason I remember your money being confiscated when you were sentenced to prison? but...
- Yesterday, 13:55
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 341
- Views: 105613
Re: Elemental Mod for MM7 -- v4.0 open beta
re spectral weapon: I think you misunderstand our point. It's overpowering not because it's numerically powerful but because it lets us go back to vanilla strats - there's nothing that's immune to both Magic and Physical, which between SW and Bless and Heroism allows us to just kinda pretend everybo...
- Yesterday, 00:31
- Forum: Might and Magic
- Topic: What is your favorite Magic school? (MM6 and MM7 only)
- Replies: 39
- Views: 17146
Re: What is your favorite Magic school? (MM6 and MM7 only)
Spirit Magic for me; turn on Bless and Heroism and all of a sudden everybody is a Knight.
- 11 Apr 2025, 17:49
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 341
- Views: 105613
Re: Elemental Mod for MM7 -- v4.0 open beta
Arguably the quest for LB is "arrange transportation to Evenmorn" but yeah, most of the capstones aren't worth it (Incinerate weirdly enough does become worth one due to the instakill chance)
- 09 Apr 2025, 19:41
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 341
- Views: 105613
Re: Elemental Mod for MM7 -- v4.0 open beta
re skill point totals: that's largely why I keep going with mixed parties like KCDS or PACS (or even the weird TMRD I did before, which worked out a lot better than I thought it would but there's no way in hell I'm taking that party through the dark side's ending) - even with the nerf to Regeneratio...
- 09 Apr 2025, 12:10
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 341
- Views: 105613
Re: Elemental Mod for MM7 -- v4.0 open beta
I disagree somewhat with changing magic GMs from where they're at given the rank requirements have already been increased (is it weird that outside of Warlock!Earth the rank requirement is the one I have trouble meeting?) and currently they feel appropriate for the change in effectiveness, but I wou...
- 08 Apr 2025, 19:32
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 341
- Views: 105613
Re: Elemental Mod for MM7 -- v4.0 open beta
Part of it is just that I find that the thief is overspecialized at what they do (more so in vanilla than in Elemental, but that's more because Elemental makes it a point to give thief better combat abilities through their principal skills rather than any change to skill distribution), and part of i...
- 08 Apr 2025, 13:00
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 341
- Views: 105613
Re: Elemental Mod for MM7 -- v4.0 open beta
re ID Monster: It still bothers me that we can lose out on progress towards GM by overshooting but with those breakpoints losing progress to overshooting is mostly the player's fault for not using it regularly. There's enough monsters in the game. re Multi-Cast Regeneration: It happens more reliably...
- 06 Apr 2025, 19:26
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 341
- Views: 105613
Re: Elemental Mod for MM7 -- v4.0 open beta
CTD when trying to multi-cast Regeneration after resting: Time: 4/6/2025 2:18:34 PM (06.04.2025 19:18:34 UTC) Windows Version 6.2 Exception EAccessViolation in module mm7.exe at 000043CE. Access violation at address 004043CE in module 'mm7.exe'. Read of address 54D576D2. Function Calls: 004043CE | D...
- 06 Apr 2025, 13:04
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 341
- Views: 105613
Re: Elemental Mod for MM7 -- v4.0 open beta
quick repair hotkey ... auto-casting spells I really need to sit down and reread the whole changelog (a "features" document might be needed at this point, but I can probably sit down and do that while I'm rereading the changelog), that's two features at once that I completely overlooked. ...
- 06 Apr 2025, 00:32
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 341
- Views: 105613
Re: Elemental Mod for MM7 -- v4.0 open beta
Re Auto alchemy: I tried using auto alchemy on a recipe that I did not have enough potions/reagents for and got zero feedback (tried doing it from the Potion Recipes section of the notebook, so it's possible that I misunderstood what "or its Recipe" meant.), but that might have been my LXq...
- 05 Apr 2025, 21:09
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 341
- Views: 105613
Re: Elemental Mod for MM7 -- v4.0 open beta
The Priests' name is "Preservation?" - the question mark is part of the name. 40 repairs is a good amount, considering pre-broken items (though this creates an interesting strategy choice - do I deliberately trigger the trap to try for broken items to repair, or do I just disarm the trap t...
- 05 Apr 2025, 13:52
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 341
- Views: 105613
Re: Elemental Mod for MM7 -- v4.0 open beta
It was not dispelled in my experience. I think I know most of the actions that give me apprentice tokens by this point (Proving Grounds, Vanilla Sidequest, Altar Quest, Lich Jars Quest, Third Advisor's Quest) but that's only seven. Where are the other two? Wait the other two are the Cube quest and i...
- 04 Apr 2025, 12:40
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 341
- Views: 105613
Re: Elemental Mod for MM7 -- v4.0 open beta
As in, no XP from monsters at all? Yep! I did this before for MM6 - it turns out that without monster EXP but with doing every quest you still end up at level 62. I think I theorized level 50 for MM7 before but with Elemental locking promotion quests behind apprentice tokens it's a bit more tightly...
- 02 Apr 2025, 23:32
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 341
- Views: 105613
Re: Elemental Mod for MM7 -- v4.0 open beta
Spectral Wepaon is really the only one where the GM guild is accessible at level 1 (well, level 4 because emerald island experience, but level 1); you have to do some fighting to get through to Nighon to get to the Paramount Fire guild, and the other two require advancing the plot by a few quests. O...
- 02 Apr 2025, 16:36
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 341
- Views: 105613
Re: Elemental Mod for MM7 -- v4.0 open beta
You might be overestimating how good Spectral weapons are. Sure, it's a damage multiplier, but the increase is almost always less than 20% (worse than e.g. Swift), and of 56 monster species, 25 have their magic resistance greater than or equal to physical, so it's completely ineffective on about 45...
- 01 Apr 2025, 12:25
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 341
- Views: 105613
Re: Elemental Mod for MM7 -- v4.0 open beta
yeah the four elemental paramount guilds are a lot harder to reach than the paramount self guilds. Fire: Nighon (have to get to Nighon, there's no real walkable path, and is within range of hostiles) Air: Celeste (not accessible at all before Trumpet) Water: Evenmorn Island (requires either Priest q...