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).
Tomsod
Marksman
Marksman
Posts: 436
Joined: 31 Jul 2020

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

Unread postby Tomsod » Yesterday, 10:13

Lone_Wolf wrote: 06 Apr 2025, 12:17 Would buying a stolen item worth 3000+ from black market also have been sufficient ?
Unfortunately yes, you're really supposed to steal it yourself, but fixing this would be too complicated. Stealing and then enchanting (to increase the price) may also work.
raekuul wrote: 06 Apr 2025, 13:04 a "features" document might be needed at this point
Yes! Once I'm done fixing all these bugs, I'll probably start writing it.
raekuul wrote: 06 Apr 2025, 13:04 Okay so now I need a lot more information.
  • Monster Level is used in the vanilla Monster ID difficulty check (I forget how it's offset but once you get far enough in it's basically just Skill vs Monster Level), how is it used in the difficulty check in Elemental?
  • What are the thresholds for getting more data from a monster?
  • Why am I not backcredited for overshooting rank before meeting a monster for the first time (which is very likely to happen in the midgame now that training multipliers apply to bonuses)?
  • Do peasants count at all?
In vanilla the check is just (monster level) vs. (skill + 10), with expert and master resp. doubling and tripling skill value, in addition to unlocking more info. (Also, for this skill, even in vanilla the rank multipler is applied to item/hireling bonuses.) GM always succeeds and also shows resistances. I retained the (hidden) vanilla multipliers, but instead of info amount being determined by rank, it's offset at +20/+10/0/-10 for the former N/E/M/G unlocks instead of the fixed +10.

Skill training works like this because it was the easiest (for me) way and it's really no big deal. Peasants also count.
raekuul wrote: 06 Apr 2025, 19:26 CTD when trying to multi-cast Regeneration after resting
Thanks for the error log, this would be difficult to reproduce, but from the call stack I'm pretty sure what the problem is.
Lone_Wolf wrote: Yesterday, 10:09 multi-casting regeneration works for me.
It seems to only sometimes cause crashes, basically I pass random garbage as the target monster, which is mostly fine because regeneration does not target monsters, but there's still some code for all spells that looks at that monster, and it may lead to a segfault.


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