Upon new game and cycling the voices available for Man or Woman, I found voice 30 there is no sound.
Also on for MAN it cycles through a Woman voice: 38.
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there is a normal way to this cave too, its a bit longer (beginning in the south part of harmondale)BMJedi wrote:Hello, I started a game in Erathia, and discovered I can't climb hills. Pressing X is supposed to start you climbing, and you should be able to climb a hill. Now it just makes you hop up and down at the bottom. This means I can't access the cave where the Arcomage deck is located, which is a semi-serious problem. Is this a known bug, or is something changed I don't know about?
30 is a copy of first dragon voice for unknown reason attached to male chars (since at least 2019). MM8 dragons don't have "Choose me" sound.Ocsicnarf wrote:Upon new game and cycling the voices available for Man or Woman, I found voice 30 there is no sound.
Also on for MAN it cycles through a Woman voice: 38.
since there is nothing rendered in the game, and all is more or less bitmaps from the lod-files - i doubt it would workElGaboVantas wrote:Is the mod as well as the game with the grayface patch, compatible with ReShade?
The race skills table shows, for our example here Minotaurs, "E/1/4/0/1" - how does that translate to? Default is expert axe for minotaurs regardless of class and the numbers are the skill mastery added depending on class or something else? Not sure how the numbers are added.raekuul wrote:1) Race Skills are more like adjustments to your class skill progression limits based on race. For example, a Minotaur gets +1 to their Axe mastery cap, so a Minotaur Sorceror can learn the Axe skill and a Minotaur Knight can achieve Grandmastery. There is no unified list, but you should be able to reference the Race Skills table to find out what your caps are. Keep in mind that the adjustments are additive, not substitutive - if both class and race provide the Axe skill, you get the sum of the mastery limits rather than the greater of (see the aforementioned Minotaur Knight with Axe Grandmastery), and the adjustment can and will override promotion requirements (if your class already allows GM in a skill after promotion and the race also grants a bonus to that skill, you no longer need to promote to attain grandmastery)
I'm mostly curious because in later playthroughs i sort of abused the system and rushed for the 2 level 50's you had available at the start (Cauri and Blazen) then rushed through the mainquest with invis/tp and got the other level 50's - some were particularly overtuned (Vetrinus iirc) while some slightly undertuned (the level50 cleric was a bit subpar if i'm not mistaken).raekuul wrote:4) You can either recruit MM8 style or create a full party MM6/7 style. There are plus/minus buttons to that effect on the character creation screen. Keep in mind, you do still need to accept two MM8 NPCs into the party to complete the Jadame storyline, though you're not required to keep/use them (I do so as a matter of personal preference).
Ethric's Staff (MM7, +15 meditation, evil only) is probably what i'm most curious about - most of the others are ignorable; if i side with light in MM7 (though i usually go dark) then go to Jadame/MM8 - will i be able to use it with, say, a lich i recruit there? That's mostly what i'm curious about.raekuul wrote:5) Characters can be promoted wherever their promotion quests can be found. For a Monk specifically, that is exactly in Antagarich (Harmondale for Initiate, then Harmondale or The Pit for Master/Ninja). I'm not sure how artefact restrictions work since I don't usually use faction-restricted artefacts.
well, if you edit "character doll typs.txt" in data/tables accordingly they canuaciaut wrote:
For the record it's great that minotaur isn't a completely garbage class anymore, especially since they can't wear boots and helmets (they still can't, right?)
I have not played around with it very thoroughly; So I tested with a "Minotaur Cleric of the Light" and got this as a result which should be patently impossible but also tells me that the 2nd number (the 4) is the bonus to mastery limits and the last number (the second 1) is the rank at which the skill starts at character creation (to facilitate adding Delf/Vamp/Drake skills to other classes). I'm not sure what the other numbers or the E means.uaciaut wrote:The race skills table shows, for our example here Minotaurs, "E/1/4/0/1" - how does that translate to? Default is expert axe for minotaurs regardless of class and the numbers are the skill mastery added depending on class or something else? Not sure how the numbers are added.
Also does "0/-2/3/0/0" (repair bonus/malus for undead) mean the class receives a mastery downgrade or?
Vampires get "E/0/4/0/1" - i got to see that vampire sorcerers can get expert vampire for example - are there any combos that let vampires get more than the expert mastery except the default vampire class?
I'm just glad to have knights that can get Grandmaster Axe (even if GM Axe's effect may or may not still be busted). It's clearly the best of the weapons with damage bonuses since it also gets a recovery bonus. I'm not sure which new minotaur equips are on/off the table; I think Minotaurs with Hats is planned at the very least?Also Minotaurs apparently get a bonus to plate as well, does that mean i can make Minotaur paladins that can finally get GM Plate for example?
For the record it's great that minotaur isn't a completely garbage class anymore, especially since they can't wear boots and helmets (they still can't, right?)
Do as you like; it's average party level though so if you make a beeline for Cauri and Blazen your bolster effect will shoot way up (and keep in mind, Bolster does not affect EXP/Gold rewards)I'm mostly curious because in later playthroughs i sort of abused the system and rushed for the 2 level 50's you had available at the start (Cauri and Blazen) then rushed through the mainquest with invis/tp and got the other level 50's - some were particularly overtuned (Vetrinus iirc) while some slightly undertuned (the level50 cleric was a bit subpar if i'm not mistaken). While i'm still tempted to use this for some speed playthroughs the fact that i can make some interesting combinations with races and classes seems like a really great alternative.
For the weapons, MM8 supports class-based restrictions so it might already be taken care of. For the split promotion quests, I'm... not actually sure? I haven't messed with it, since you can pick the two most important ones in Enroth with a little investigation (the Light/Dark trainers in Enroth give you the option to commit to studying their respective paths without influencing The Choice in Antagarich). The 2nd promotions in Celeste/The Pit definitely require The Choice simply because those connections aren't active until afterwards,Ethric's Staff (MM7, +15 meditation, evil only) is probably what i'm most curious about - most of the others are ignorable; if i side with light in MM7 (though i usually go dark) then go to Jadame/MM8 - will i be able to use it with, say, a lich i recruit there? That's mostly what i'm curious about. For monks i remember the Master promotion was in Harmondale and the Ninja one in Deija, i suspect i still need to choose between light/dark in the MM7 storyline before i get to be able to choose the tier 2 promotion, right?
I tried starting a game with a Minotaur Palladin, at least without any promotion it showed that i couldn't go any higher than Master with Axe - which would fall in line with the whole +1 mastery level from race condition given that Pallys were previously limited to Axe Expert.raekuul wrote:I have not played around with it very thoroughly; So I tested with a "Minotaur Cleric of the Light" and got this as a result which should be patently impossible but also tells me that the 2nd number (the 4) is the bonus to mastery limits and the last number (the second 1) is the rank at which the skill starts at character creation (to facilitate adding Delf/Vamp/Drake skills to other classes). I'm not sure what the other numbers or the E means.
Spears do attack bonus+damage, swords attack bonus + recovery time. Provided that stacking the bonuses too high doesn't break it axe might be a better alternative to spears hmm. I mean i don't think any axe is as good as SpiritSlayer but still.raekuul wrote:I'm just glad to have knights that can get Grandmaster Axe (even if GM Axe's effect may or may not still be busted). It's clearly the best of the weapons with damage bonuses since it also gets a recovery bonus. I'm not sure which new minotaur equips are on/off the table; I think Minotaurs with Hats is planned at the very least?
Yeah, axe is probably better than spear for mainhand.raekuul wrote:Every weapon does Attack Bonus from Novice rank; Sword gets recovery/handedness/armor while Spear gets Damage/handedness/Armor. Axe gets Recovery/Damage/Chance to halve target armor; probably the strongest combo to test is Axe/Sword
Vetrinus is a recruitable lich in MM8 - guess you can argue that he was human before lich hence that's how he got expert merchant.raekuul wrote: The Merchant reduction is probably because of the race change to Lich; was the character a Human before?
Kinox wrote:Hello; and greetings from a Linux user.
Well, ¡HELP!
I'm currently trying to run MMMerge (not the community branch, just the main one) on this year's Ubuntu 21.04 ("Hirsute Hippo"), but unfortunately I seem to have reached a likely dead end for this new kind of entertainment... That is, in comparison to the easiness of running the mod on previous years on older Ubuntu distros (including 20.04 LTS).
I still don't know exactly what's going on, but this might be an interesting issue to investigate anyways...
¿Who knows? ¿Maybe MMMerge, with its later updates, is no longer playable on GNU/Linux? ¿Have anyone succeeded? ¿Or is it just because of this new distro?
So:
I've tried to play MMMerge in Lutris, then in PlayOnLinux; but none of these apps responded properly (as it usually did for me, at least on the last years, wether for playing MM8, MM7, MM6, or even MMMerge), even though in the latter app (PlayOnLinux) I've managed to test out several Wine versions (even according to WineHQ references); all failed miserably to run the MMMerge. I'm not really savvy in this stuff, but let's say I've got enough background to know there COULD be something really nasty going on --but I hope not and that it is just a couple of basic missteps from my part.
What I've noticed so far is that, no matter which Wine version I've tried, I was totally unable to run the game from the mm8.exe (the file copied from the MMMerge unzipped folders), while the remaining MM8.exe (the file from original MM8, not overriden because of Linux feature) was enabling me, at least, to play --I don't know if 100% perfectly though-- MM8 without MMMerge (despite all the copied/merged/ovewritten MMMerge installation process). This is very frustrating. ¿Is there any hope for an easy solution to run this mod on this distro (or at least in another one)?
Thanks.
Maybe this will help a bit: https://gitlab.com/cthscr/mmmerge/-/wik ... ace-Skillsraekuul wrote:I have not played around with it very thoroughly; So I tested with a "Minotaur Cleric of the Light" and got this as a result which should be patently impossible but also tells me that the 2nd number (the 4) is the bonus to mastery limits and the last number (the second 1) is the rank at which the skill starts at character creation (to facilitate adding Delf/Vamp/Drake skills to other classes). I'm not sure what the other numbers or the E means.uaciaut wrote:The race skills table shows, for our example here Minotaurs, "E/1/4/0/1" - how does that translate to? Default is expert axe for minotaurs regardless of class and the numbers are the skill mastery added depending on class or something else? Not sure how the numbers are added.
Also does "0/-2/3/0/0" (repair bonus/malus for undead) mean the class receives a mastery downgrade or?
Vampires get "E/0/4/0/1" - i got to see that vampire sorcerers can get expert vampire for example - are there any combos that let vampires get more than the expert mastery except the default vampire class?
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