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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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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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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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 » 19 Mar 2025, 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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Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby Lone_Wolf » 19 Mar 2025, 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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Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby Tomsod » 20 Mar 2025, 04:58

Good catch, one of these teachers is supposed to be a tracker.

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

Unread postby raekuul » 20 Mar 2025, 12:30

went through again with a more melee-focused party [Monk, Thief, Ranger, Druid]... but made the mistake of running dark team for it.

Don't run a melee team as dark. It's not worth it. Light Elemental explosions remain irresistable (which also makes the quest for Lucid Apple hilariously painful)

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

Unread postby Tomsod » Yesterday, 13:28

How's the monk performing for you? In my own playthrough, he seems to be decently strong, maybe on par with a knight, but also with healing spells.

And on that topic, I just got to the genie dungeon, and apparently it glitches pretty horribly without MMExt installed. Did nobody really notice, or is it just something with my setup?

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

Unread postby raekuul » Yesterday, 13:46

I ended up trashing that save file - I forgot to do bounty hunting when it was still early so now I'm at the mercy of the Hall of Midnight, and it turns out the Assassin training is completely unavailable during a... sensitive range of time (I needed three dark promotion tokens and you can only get two before your hand is forced, so now I know for next time to prioritize Assassin over the other two) - but I'll give it another shot in a few months once I've cooled down now that I know how to mitigate explosion damage from Gogs and Golems (can't really mitigate it from light elementals, unfortunately, and I'm required to deal with those for at least two of these promotions)

I'm still experimenting with classes and haven't played with Paladin or Archer yet, but I'll probably just take them up to the path split - I kind of want to go back to working on my monster position shuffler script (which would probably make Elemental more interesting if I can get it working properly, since then you'll have intermingled monsters more often, but I need to solve the AvLee problem correctly first).

I haven't actually taken the quest that sends me into the genie dungeon yet - I poked my head in once and got absolutely obliterated, but at the same time I'm one of those "don't fight if you don't have to" types so I'm perpetually underpowered to begin with (which is one of the reasons I don't particularly like the gold nerf on medium/hard mode, as avoiding fights when possible also means that I'm perpetually underfunded in Elemental even on Easy). My install of Elemental does not have MMExt installed though so the next time I poke my head in I'll pay attention to what's actually happening.

Re the monk: Still feels like a monk, more melee focused than magic (but the changes to resistances and to spirit magic mean that it's much less of an issue - to my memory everything in vanilla that was immune to physical damage was also immune to body damage so Hammerhands never actually helped a monk). Still has the same basic problem that the thief and ranger has - not very good before promoting (especially since now you need to promote at least once to master any skills, which was something that gives monks/thieves an edge early on in vanilla), but with monks its a bit more of an urgent issue since you have to dive pretty deep in the dwarven barrows to get their promotion (In the absence of my monster shuffler script the ranger promotion is the easiest promotion quest in the game, and the thief promotion is also relatively easy as long as you commit to the TPK) and the dwarven barrows don't exactly give you enough room to fight at range so you're reliant on the monk's now more limited melee abilities to get their promotion.

The other problem with forcing promotions before mastering skills is that promoted classes have higher training costs - Knights and Paladins and Archers are very good for early game gold economy as a result, as their promotion quests are usually the last promotion quests you complete - but the gold problem can largely be solved on my end by actually taking advantage of a lot of the new systems. Interest in particular, even if that means I have to abandon my Explorer/Pathfinder combo earlier.


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