Spent knives can be repaired, in all the same ways a broken item can be repaired. This will degrade the item, much like with recharging wands.
My mod's elemental.*.lod archives should naturally be the last (it goes roughly alphabetically). You can also directly see or download these files on github.
Elemental Mod for MM7 -- v4.0 open beta
- rampage77t
- Peasant
- Posts: 79
- Joined: 03 Jun 2020
Re: Elemental Mod for MM7 -- v4.0 open beta
Downloaded and testing, the new dungeon in Bracada Desert is not available yet right? Why does the game close when trying to enter there
Re: Elemental Mod for MM7 -- v4.0 open beta
Welp, here's the first critical bug! Quick solution for now: install MMExtension, somehow it helps. I'll try to fix it properly tomorrow.rampage77t wrote: ↑Yesterday, 17:16 Downloaded and testing, the new dungeon in Bracada Desert is not available yet right? Why does the game close when trying to enter there
Re: Elemental Mod for MM7 -- v4.0 open beta
While creating party I noticed something odd :
In vanilla racial weak attribute takes 2 bonuspoints to raise attr +1 and good attributes take 1 bonuspoint to raise attrib +2 .
Elemental 4 still does the first, but good attributes are only raised +1 per bonus point .
I couldn't find a mention for this in changelog , is this intentional ?
MMextension 2.2 extracts the values that set this to data/tables/Class Starting Stats.txt , no idea which .lod it comes from .
In vanilla racial weak attribute takes 2 bonuspoints to raise attr +1 and good attributes take 1 bonuspoint to raise attrib +2 .
Elemental 4 still does the first, but good attributes are only raised +1 per bonus point .
I couldn't find a mention for this in changelog , is this intentional ?
MMextension 2.2 extracts the values that set this to data/tables/Class Starting Stats.txt , no idea which .lod it comes from .
Re: Elemental Mod for MM7 -- v4.0 open beta
Alright, turns out I've been coddled by MMExtension and the new map doesn't work properly without it. Download the updated mod DLL and place in in ExeMods instead of the old one to fix a number of related issues, including Lloyd's Beacon and Town Portal glitches.
Unfortunately, the bug that crashes the game upon entering the new map will persist unless you start a new game. To fix existing games, either install MMExtension (2.2 or 2.3) as above, or use MMArchive to open the saved game file and put this genie.dlv inside it.
Sorry for this! I've noticed that genie.dlv was absent in the saves, but it didn't seem to affect anything. Turns out without MMExt, it very much does.
Unfortunately, the bug that crashes the game upon entering the new map will persist unless you start a new game. To fix existing games, either install MMExtension (2.2 or 2.3) as above, or use MMArchive to open the saved game file and put this genie.dlv inside it.
Sorry for this! I've noticed that genie.dlv was absent in the saves, but it didn't seem to affect anything. Turns out without MMExt, it very much does.
If you change these attributes by several points, you'll notice that sometimes they're 1:1 and sometimes 2:1 or 1:2. That's just rounding, in fact strong attributes are either 7:5 or 6:5 and weak ones are 7:10. The catch is that it also applies to barrels, black potions, altars and so on, instead of just the new game.Lone_Wolf wrote: While creating party I noticed something odd :
In vanilla racial weak attribute takes 2 bonuspoints to raise attr +1 and good attributes take 1 bonuspoint to raise attrib +2 .
Elemental 4 still does the first, but good attributes are only raised +1 per bonus point .
I couldn't find a mention for this in changelog , is this intentional ?
MMextension 2.2 extracts the values that set this to data/tables/Class Starting Stats.txt , no idea which .lod it comes from .
Re: Elemental Mod for MM7 -- v4.0 open beta
Got it, you may want to add a note in the changelog that the stat rating changes also affect party creation.
Agility is my fav atrtibute and I decided on human paladin, goblin thief, elf ranger & elf sorcerer.
Paladin will do spirit & mind magic, Ranger body and earth. sorcerer air/water and escpecially fire .
Thief is for the non-magic utility as they'll prob have very few sp.
I do intend to use ID Monster & Thievery and will play on hard all the time.
Agility is my fav atrtibute and I decided on human paladin, goblin thief, elf ranger & elf sorcerer.
Paladin will do spirit & mind magic, Ranger body and earth. sorcerer air/water and escpecially fire .
Thief is for the non-magic utility as they'll prob have very few sp.
I do intend to use ID Monster & Thievery and will play on hard all the time.
Re: Elemental Mod for MM7 -- v4.0 open beta
Good luck! Elf sorcs are extremely fragile so you'll want to stack aggro (aura of conflict etc.) on your other characters. Goblin thief may be able to throw an occasional fireball if you stack +SP items or possibly a soul stealing weapon. In the late game you can focus the paladin on light magic (since you have three fighters, heroism etc. is good), and sorc may become a lich for dark. (Although dark is not that much better than GM elemental magic, so having an archmage supporting the rest with GM light is also an option.)
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