GrayFace MM6 Patch v2.5.7 [Mar 4, 2022]

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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Rune_Caster
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Unread postby Rune_Caster » 22 May 2010, 15:04

No that's not the case... waiting 1 hour outside of resting (watching the clock tick from 2:18 am to 3:18 am) caused my characters to regain 12 health/mana as opposed to 10 health and mana if I used wait 1 hour.

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GreatEmerald
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Unread postby GreatEmerald » 24 May 2010, 15:41

One more general bug: in Hall of the Fire Lord, if the person holding the chest key doesn't have disarm trap or telekinesis, the chest eats the key, explodes but doesn't open.

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Unread postby GreatEmerald » 28 May 2010, 13:24

About sound: Now I'm having a really weird issue. The music plays correctly once, but after that, when I go to a shop or a house, or alt-tab in, the music starts playing, but is very skippy, it feels as if there was a small delay every second or two. It persists if I go to the main menu. But it seems that if I change the location, for example, go out of a dungeon, without restarting the music, it plays it correctly. Very strange.

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Unread postby UndeadHalfOrc » 30 Jun 2010, 12:37

The Healer NPC will fully restore the health of your Unconscious characters, but will not remove the Unconscious status, forcing you to use an additional red potion/cure spell.

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Unread postby UndeadHalfOrc » 16 Jul 2010, 02:34

Cure Wounds recovery time is always the same no matter if you are basic, expert or master in Body Magic.
(Power Cure works as advertised, though)

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thrakk
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Unread postby thrakk » 16 Jul 2010, 09:56

just an idea

-mouse right click to close conversations and leave houses

actually I think this is a rather good idea
Last edited by thrakk on 20 Jul 2010, 01:15, edited 2 times in total.

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Unread postby thrakk » 20 Jul 2010, 00:31

also, the bug where you can only have +5 Int/Per (B2 well) or +10 Magic Resistance well (B1) is a bit annoying because I just realized I took one well before the other before deciding which I rather have.

Thanks for your you mad patching skills GrayFace

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Unread postby UndeadHalfOrc » 20 Jul 2010, 00:50

thrakk wrote:also, the bug where you can only have +5 Int/Per (B2 well) or +10 Magic Resistance well (B1) is a bit annoying because I just realized I took one well before the other before deciding which I rather have.

Thanks for your you mad patching skills GrayFace
Where are those wells again?

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thrakk
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Unread postby thrakk » 20 Jul 2010, 01:11

UndeadHalfOrc wrote:
thrakk wrote:also, the bug where you can only have +5 Int/Per (B2 well) or +10 Magic Resistance well (B1) is a bit annoying because I just realized I took one well before the other before deciding which I rather have.

Thanks for your you mad patching skills GrayFace
Where are those wells again?
+10 Mag Res is in the village of Kriegspire (bigger sized well or fountain near the north-east end) (it eradicates you)

(there's is also a +5 Elem Res bigger sized well between the Mountain Hermit and Superior Temple of Baa in Kriegspire - it is pretty easy to run to) (it eradicates you)

+5 Int/Per is in a normal type of well at the bottom right of Blackshire (it diseases you)

(there's also a +5 Mag Res bigger sized well in Blackshire a little southeast of the carnival on the hill - a little harder to run to at low levels) (it diseases you)

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Unread postby GreatEmerald » 21 Jul 2010, 17:31

Feeble Mind also doesn't seem to do anything except adding the word to the status window. So that means Fear, Charm and Feeble mind don't work. I wonder if Mass Curse works, though.

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Unread postby UndeadHalfOrc » 22 Jul 2010, 04:47

GreatEmerald wrote:Feeble Mind also doesn't seem to do anything except adding the word to the status window. So that means Fear, Charm and Feeble mind don't work. I wonder if Mass Curse works, though.
HUh?
I just tried Mass Fear and Charm on some Ogres in castle darkmoor and both spells work fine. Which monsters did you try them on?
The ogres did ran away after Mass Fear. And they did turn Friendly (green dots) after casting Charm on them. I had to cast it a few times for some of them to be successful, but I believe they are supposed to have a chance of failure.

I also tested Feeblemind on the sorcerers inside Alamos. They did not use their spell (Lightning bolts, fireballs and ice bolts) attack at all while feebleminded. Please keep in mind I replaced the red variety (Magicians) lightning bolt with fireball spell to add diversity to the game and made them highly resistant to fire. :) (Similarly I made the purple Warlocks highly resitant to ice and gave them a very strong Ice Bolt spell)

They still use their elemental projectile attacks, though. But not the actual spells. Elemental ranged attacks are not spells.

EDIT:
Just to make sure I tried all 3 of those spells again in a respawned Bootleg Bay. Tried it on cannibals and lizard archers. Those huge waves of cannibals fled from me, and tried to hide on the south edge of the map.
I remember pne particular witch doctor proved resistant to fear, but feeblemind worked (he didn't cast firebolt again), and charm as well.

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Unread postby GreatEmerald » 22 Jul 2010, 12:08

Were you playing in real-time mode or in turn-based mode? Since these spells seem to not work only while in turn-based mode.

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Unread postby UndeadHalfOrc » 22 Jul 2010, 13:48

Real time.

I always play real time unless I'm trying to hit a far away enemy with Incinerate or Dragon Breath.

I guess that explains it.

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Unread postby GreatEmerald » 22 Jul 2010, 14:14

Yeap, and I always use turn-based mode, thus it always works for you and never for me.

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Unread postby UndeadHalfOrc » 28 Aug 2010, 21:36

Discovered another relatively important bug :(

All of the damage spells cast by monsters only do very minor damage, we're talking 1 or 2 points of damage.

I tested this extensively with the monsters casting Ice Bolt, Fireball, and Lightning Bolt.

To fully test this out, modify MapStats to place Genies on New Sorpigal instead of Goblins, and set monster difficulty to the max (5). Then change monsters.txt by increasing genies' chance to cast those spells to 100. Replace their normal ranged attacks to a physical one dealing only 1D1 damge that way you can test it with the default party and see them taking almost no damage from fireballs, ice bolts and lightning bolts no matter what multiplier you set it to in monsters.txt

This is pretty bad for Fireball especially since it's the only area of effect spell used by monsters. Lightning Bolt and Ice Bolt can easily be replaced by a normal, lightning or cold elemental projectile attack.

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Unread postby UndeadHalfOrc » 28 Aug 2010, 23:24

After further testing I have found out that almost all spells cast by monsters simply don't work like they should and only do 1-2 damage. Even Incinerate, Flying Fist and Psychic Shock!!

Works fine:
Mind Blast
Meteor Shower

Doesn't work:
Every other direct damage spell:
Flame Arrow, Fire Bolt, Fireball, Incinerate
Cold Beam, Poison Spray, Ice Bolt
Lightning Bolt
Deadly Swarm
Harm, Flying Fist
Psychic Shock
Toxic Cloud


It's hard to tell with Flame Arrow and Cold Beam since they can only ever do 1-8 or 2-6 damage, but it still only does 1-2 damage like the others.

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Unread postby GreatEmerald » 29 Aug 2010, 07:26

Huh. When I get hit with a fireball from the archers, it hurts. Maybe it's a real-time mode thing as well?

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Unread postby Rune_Caster » 29 Aug 2010, 11:19

So have you noticed enemies don't take damage when fire Archers cast fireball when they are in close quarters combat?

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Unread postby UndeadHalfOrc » 29 Aug 2010, 14:57

GreatEmerald wrote:Huh. When I get hit with a fireball from the archers, it hurts. Maybe it's a real-time mode thing as well?
No, the bug is still there when in turn based mode for me.

Try it for yourself, give the fireball spell to goblins and you'll see what I'm talking about.

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Unread postby tolich » 29 Aug 2010, 15:48

Resistance, maybe? Every time the character resists, the damage is halved. And if I remember correctly it may be halved up to 8 times.

Especially this touches goblins if you don't set their level to 100.


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