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 » Yesterday, 16:50

raekuul wrote: Magic Embers are kind of the rare campfires prize
They are easier to get then you may think .
Spoiler
with perception 12 you can get embers from campfires .
Psychic npc gives +5 , scout gives 6 .
If you have both as temp followers you only perception 1.

Besides, if money is the issue high perception improves the loot/money you get..
Just wait with doing campfires in avlee/TF until your perception is high enough.
Spoiler

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

Unread postby Tomsod » Yesterday, 19:53

Lone_Wolf wrote: Yesterday, 14:32 Master Plate & GM Chain can mitigate some of the damage, but leather users can't as far as I know .
Or are those attacks considered spells that have a chance to be absorbed at leather master ?
Anything that has an SP cost (for the player) can be absorbed, restoring those SP instead. (Light Bolt is the only exception, because of its "irresistible" flavor. I also think there's a bug allowing gog etc. death explosions to be absorbed for 0 SP, but if so I'll fix it later.) Still, at typical skill values leather protects against physical attacks the least, although its unique bonus grows with skill investment, unlike heavier armor.

In practice though, single-target physical spells don't hurt all that much.
raekuul wrote: Yesterday, 16:36 A good point and a good compromise, though I still say "don't make Permanence the GM perk in the first place" - by the time you can cast Grandmaster Spectral Weapon at will you're largely past the point where physical immunity is relevant (if you're playing Team Light it's still useful but only situationally so) and so you can't enchant over Spectral once you need something "better" when you do only need it for a few hours.
I want it to be same as other weapon-enchanting spells. If nothing else, it remains a cheap way to double the price of sold weapons.

I think what I'll do is downgrade Fire Aura, Wizard Eye, Spectral Weapon and Vampiric Weapon (am I forgetting anything?) scrolls to Master when sold in GM guilds, to prevent overly easy access to their permanent effects.

To add on the perception topic, it's worth upgrading to Expert even in early game, since then the hireling bonus is also doubled and they turn out to be about as strong as factors/bankers (more gold from corpses, but no increase to gold piles in chests etc.), at lower upfront cost. A bunch of other interactive map features are also influenced by perception (e.g. ore veins), and I plan to eventually add even more of those.

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

Unread postby raekuul » Yesterday, 23:32

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. Other than that, I'm actually okay with limiting some scrolls to master even at the paramount guilds.

So once I cool off I am going to go back to PACS since that does work well with my playstyle, but with the addendum that I'll be shutting off Monster EXP via an MMExt script (as opposed to playing on a higher difficulty), to see just how viable low level clears are. Which this will be my first time shutting off Monster EXP for 7, so this is going to be fun

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

Unread postby Lone_Wolf » Today, 09:27

Tomsod wrote: I think what I'll do is downgrade Fire Aura, Wizard Eye, Spectral Weapon and Vampiric Weapon (am I forgetting anything?) scrolls to Master when sold in GM guilds, to prevent overly easy access to their permanent effects.
Not weapon related, but maybe limit charm scrolls to master ?

Using ID monster on all attackers in range helped against trolls, although the trees make that hard .
Mountain Trolls stay very tough though.

Trolls use rock blast M 3-6-9 , regeneration is N3 - E6 - M9 .
Maybe change rock to M 3-5-7 and regeneration to E3 - E6 -E9 ?


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