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I didn't found it in murmurwoods so I guess it changed between versions
I second this. The merge's clerics must all be in the same category now - the "inside the Temple" one, those didn't carry such amounts of money on them.DarthVadre wrote:I continue to absolutely love this project, though have a minor complaint. In Murmurwoods, the priests used to drop an insane amount of gold (somewhere around ~1200), and I took it to be lore friendly, implying they're super corrupt. Now they only drop around ~65
There isn't. Actual picture dimensions determine that.StormyG7 wrote:Also, there should be a file that determines the inventory size of game items.
No, I've fixed it in my latest patch release (the game code leaves no doubt it was a bug). Add FixObelisks=0 to INI to disable the fix.eldothb wrote:Ive got a question though. Im playing with my Jadamean party and decided to get into the vault of time quite early. Is it still possible to spawn the Unicorn King without touching all the obelisks? I went to murmurwoods on June 24th 9 am, but he doesnt seem to be there. Does he spawn in the same place as in the original game (near the well in the middle of the map)?
Yes, it is and more, you can do it yourself. You just need to edit STDITEMS.TXT and change row with dodging and unarmed skills from default value 0 to any you want. You also decide which items can be generated with bonuses to these two skills. For example, you can set only belts, capes and gloves to be items with bonus, without rings, amulets or boots.linuxrocks123 wrote:Something I noticed:
In MM7 it's possible for GM Enchant Item to create items of up to +17 Unarmed or +17 Dodging. After extensive testing, it looks like GM Enchant Item in the merged project is no longer capable of creating these items since Unarmed and Dodging were removed from MM8. I'm guessing these items are also no longer generated as random treasure, and this is unfortunate since Monks depend heavily on Unarmed/Dodging skill boosts in MM7 for their fighting skill.
Is it possible to fix this so these items can be generated with Enchant Item and as random treasure?
I second this -- don't know why they were removed. The entries are there in stditems.txt for them to appear as treasure, just zeroed out to have no chance of appearing. Monks are viable characters in the Merge, and one can gain up to GM unarmed and dodging in Antagarich. I just did.linuxrocks123 wrote:Something I noticed:
In MM7 it's possible for GM Enchant Item to create items of up to +17 Unarmed or +17 Dodging. After extensive testing, it looks like GM Enchant Item in the merged project is no longer capable of creating these items since Unarmed and Dodging were removed from MM8. I'm guessing these items are also no longer generated as random treasure, and this is unfortunate since Monks depend heavily on Unarmed/Dodging skill boosts in MM7 for their fighting skill.
Is it possible to fix this so these items can be generated with Enchant Item and as random treasure?
No, only MM8 one. Some issues does not present in mm8, other were already fixed, i think.lightbringer23 wrote:Should I install BOTH patches, one on top of the other?
Thanks, did not notice it. Added in today's update.Mortis wrote:You just need to edit STDITEMS.TXT and change row with dodging and unarmed skills from default value 0 to any you want.
I thought it was "Party.Reputation = 1000". Title depends on number. But just noticed reputation always stays 0, i am not able to check original game right now.giant008 wrote:Could you pls someone post a command/script how to change a reputation status? (Neutral, Notorious, Saintly)...
It is intentional at the moment, monsters of first continent have normal power, until you finish it's story. You can change it by setting bolstering value to 105%.lightbringer23 wrote: When I hopped back to Enroth -- my starting continent -- no monsters were bolstered.
Thank you, i'll add link to first post.Roor wrote:I stumbled over my old CDs for MM6, MM7 and MM8, and slowly begun the work of using them to localize the Merge to Spanish (my native tongue).
What is total amount of items in his inventory? This original bug can happen if you have a lot of 1x1 items: Player have 126 slots, but engine's limit is 100 items per inventory.eldothb wrote:Also, one more comment, my first characters inventory seems bugged a bit - he's got a couple of empty slots, but claims he's got no room left when i pick anything up with him.
Do it if possible, i'll add new items, there's video-explanation in first post how item-editing works now (https://youtu.be/lipriutf3SI).StormyG7 wrote:If editing the game as you have it is anything like editing it as it was, I should be capable of doing some 2D edits to the armor from MM6 and 7 to make them fit.
In particular, I am interested in the fix to the interaction between Armsmaster and GM Staff. As it is, when Staff reaches GM -- and it works with unarmed -- both Armsmaster and the "of the Fist" enchantment cease to provide bonuses to damage. Armsmaster should begin to, as now the Monk is using a weapon, and "of the Fist" should continue to. Unfortunately, neither is the case.Rodril wrote:No, only MM8 one. Some issues does not present in mm8, other were already fixed, i think.lightbringer23 wrote:Should I install BOTH patches, one on top of the other?
Interesting! I can see the rationale for it in a more standard game. In my case, I created an all-druid party in Enroth, did minimum leveling to acquire Master of Air and Water, and promotion to Arch Druid, then hopped over to Jadame for "the real thing". Enroth was intended to be my endgame. Glad to hear that I can adjust it back.Rodril wrote:It is intentional at the moment, monsters of first continent have normal power, until you finish it's story. You can change it by setting bolstering value to 105%.lightbringer23 wrote: When I hopped back to Enroth -- my starting continent -- no monsters were bolstered.
Personally, I'm not concerned about being overpowered. Of course, I'm not the only one playing the modXfing wrote:Yeah, I second the incorporation of MM7 Staff + Unarmed mechanics into MM8 for the public release. It might be a bit tricky to do, and perhaps overpowered if we still keep the Staff's MM8 GM bonus of skill increasing damage. But oh well, gotta have it!
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