Lone_Wolf wrote: ↑Yesterday, 11:39
I've read the
entire changelog several times and looked into dozens of your commits to get a better understanding, but am not even close to your level of knowledge of this mod.
Thank you for a great job with this mod and sharing your knowledge on lots of MM issues.
You're very welcome! But see, this is partly because the changelog glosses over some things, especially important vanilla mechanics (as they're not
changed). I would have more reason to mention those in the manual. The aforementioned shielding effects are a good example, as almost everyone gets them wrong (the spell being nonfunctional - and Grayface refusing to fix it - does not help reduce the confusion).
Lone_Wolf wrote: ↑Yesterday, 11:39
Maybe ID monster could work on monster type for a limited time instead ?
example:
When fighting a troll mob you ID one swamp troll, one river troll and one mountain troll.
for a short time (5 minutes per skill level ?) all instances of those 3 types stay identified and give the bonuses associated with id'ing a monster.
This makes sense as long as every monster of a type is identical, which is currently true except for certain uniques. But I sort of want to make some monster stats variable, and if I do, there will actually be a point in clicking on each enemy separately (besides the debuffs). Anyway, it's not that hard to wave the cursor over every enemy once - even in the turn-based mode, characters can be freely switched between via number keys while the RMB is held.
On the map balance, I generally assume that NWC knew what they were doing and just try not to ruin that. Incidentally, another playtester sent me a whole bunch of game statistics last month, and I still haven't braved any of them. There oughta be some good insights in there, but I suppose they're not going anywhere!
raekuul wrote: ↑Yesterday, 13:23
re barrow downs and evenmorn - I'm using a full suite of spectral weapons anyway (thank you Paramount Spirit Guild for being easily accessible) so the only real danger from obsidian gargoyles is paralysis.
Clever! I haven't thought of that myself. But this also means that magic embers become less useful once the party reaches Nighon; I guess it's acceptable since campfires are all in the early game.