Elemental Mod for MM7 -- v4.0 open beta

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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Lone_Wolf
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Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby Lone_Wolf » 16 Mar 2025, 23:45

Currently traversing Nighon Tunnels and have found zokarr's axe , but not their skull .

My party hasn't rescued the dwarves yet, but in vanilla that skull was always there.
Is this a bug or does the elemental mod only place the bones there when the archdruid promotion quest is started ?

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raekuul
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Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby raekuul » 17 Mar 2025, 01:21

The skull is only there once the Archdruid quest has been started (if you look at your minimap you'll see a "barrel dot" indicating you interacted with a something there)

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Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby Tomsod » 17 Mar 2025, 03:23

I did the DoG HP/SP thing we talked about before, and I'll probably release soon so y'all can playtest it (it's kinda hacky).
Lone_Wolf wrote: 16 Mar 2025, 23:45 Is this a bug or does the elemental mod only place the bones there when the archdruid promotion quest is started ?
The bones can now only be clicked on for a skull after accepting the quest, yeah. Basically this prevents the possibility of a useless quest item (if you complete the warlock quest instead), especially relevant since it's one of the items formerly returned by judge, and now it'd clutter the black market instead.
raekuul wrote: 17 Mar 2025, 01:21 (if you look at your minimap you'll see a "barrel dot" indicating you interacted with a something there)
The dot only appears after pressing space, not when clicking objects with mouse. A curious precursor to MM8 map markers, I never quite got the intention behind it.

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Lone_Wolf
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Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby Lone_Wolf » 17 Mar 2025, 14:40

I did see the dot, so there was interaction, Will go back there when I got the quest.

In mount nighon tunnel I encountered a floating eye which put my wizard asleep .
When trying to use a blue (awaken) potion on her, I got the message that person is not active .
I understand why inactive persons are not allowed to quaff potions, but this defeats the purpose of the awaken potion .
Maybe the awaken potion could act like the awaken spell and wake the whole party ?

I have started using items of taunting/jester and they do appear to work.
Could the aggro counter be made visible somewhere ?

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raekuul
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Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby raekuul » 17 Mar 2025, 14:55

re potions - recharge and stone-to-flesh have the same problem. if you bring the potion back with you out of the backpack and focus a character who can act you'll be able to use it just fine (it'll consume the active character's turn instead of the targeted character's turn).

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Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby Tomsod » 17 Mar 2025, 19:34

Lone_Wolf wrote: 17 Mar 2025, 14:40 In mount nighon tunnel I encountered a floating eye which put my wizard asleep .
When trying to use a blue (awaken) potion on her, I got the message that person is not active .
I understand why inactive persons are not allowed to quaff potions, but this defeats the purpose of the awaken potion .
Maybe the awaken potion could act like the awaken spell and wake the whole party ?
raekuul wrote: 17 Mar 2025, 14:55 re potions - recharge and stone-to-flesh have the same problem. if you bring the potion back with you out of the backpack and focus a character who can act you'll be able to use it just fine (it'll consume the active character's turn instead of the targeted character's turn).
Yeah, since you need to force-feed an inactive character, you have to select another one who'll do it and right-click the potion on the target's portrait. (Can be done from inside the inventory screen, too!) I guess that goes into the eventual manual/FAQ thingy.
Lone_Wolf wrote: 17 Mar 2025, 14:40 I have started using items of taunting/jester and they do appear to work.
Could the aggro counter be made visible somewhere ?
Aggro is unlikely to go above ten, so it's not hard to count it manually. It would be more useful to show the precise probability of a monster hitting a specific PC, but this also depends on the monster's preferences. Maybe this could fall under the purview of ID Monster?

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Lone_Wolf
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Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby Lone_Wolf » 18 Mar 2025, 12:58

ID Monster screen/skill seems to be a good place to show this, yes.
I feel it can be very useful for those that want to play tactically/strategically, so should be visible early .
Maybe at the same level were attack is shown ?

Related
In nighon town there are some friendly water warlocks and I checked their values .
All resistance values are shown as None .

The hostile warlocks on the road up the mountain west of the town do show resistances .
Is this normal for non-hostile monsters ?
(I never used ID monster in vanilla).

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Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby Tomsod » Yesterday, 13:45

Some pre-placed monsters have weird stats in vanilla; I largely kept that. In particular, peaceful warlocks in Nighon never had any resistances. I dunno why.

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Lone_Wolf
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Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby Lone_Wolf » Yesterday, 22:12

Understood, I like MM7 a lot but sometimes it looks like it suffers from the same things as MM IX : released to early.

While looking for a house hireling teacher I realised there are 2 of them :
Spoiler
Licia Rivenrock In Barrow Downs
Brahein Kadarr in Harmondale
Is that intentional ?
Tomsod wrote: I did the DoG HP/SP thing we talked about before, and I'll probably release soon so y'all can playtest it (it's kinda hacky).
Looking forward to testing that.


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