GrayFace MM6 Patch v2.5.7 [Mar 4, 2022]
- Rune_Caster
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- GreatEmerald
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- GreatEmerald
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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.
- UndeadHalfOrc
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- UndeadHalfOrc
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- UndeadHalfOrc
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+10 Mag Res is in the village of Kriegspire (bigger sized well or fountain near the north-east end) (it eradicates you)UndeadHalfOrc wrote:Where are those wells again?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
(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)
- GreatEmerald
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- UndeadHalfOrc
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HUh?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.
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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- GreatEmerald
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- UndeadHalfOrc
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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.
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.
- UndeadHalfOrc
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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.
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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