No, since I always play in turn-based mode and archers don't have any interest in coming near me once I engage in combat.Rune_Caster wrote:So have you noticed enemies don't take damage when fire Archers cast fireball when they are in close quarters combat?
GrayFace MM6 Patch v2.5.7 [Mar 4, 2022]
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I always play in realtime mode and when I fight the archers that appear when you drink from the well in Rockham* I tend to fight them in melee to avoid killing civilians with a misplaced arrow shot. I'm sure they do alot more than just 1-2 damage when they hit with a fireball. I usually just walk back and forth so that only the fireball from the one I'm fighting at that exact moment will hit me and the others will miss because otherwise you die way too quickly from the fireballs.
The other spells I'll believe you, I can't think of enemies that cast them and are an actual threat, but the fireball certainly does more than 1-2 damage.
*Rockham is the village northwest of Free Haven. You might have thought it was part of Free Haven but it's actually a seperate village: the road sign between the two reads: "West: Rockham, East: Free Haven".
The other spells I'll believe you, I can't think of enemies that cast them and are an actual threat, but the fireball certainly does more than 1-2 damage.
*Rockham is the village northwest of Free Haven. You might have thought it was part of Free Haven but it's actually a seperate village: the road sign between the two reads: "West: Rockham, East: Free Haven".
You'd think Darkmoor was a ghost town, but instead there's plenty of life among the dead.
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Why not try going to free haven at level 1?
Find a group of Archers with Fire Archers I am sure their fire balls will do more then 1-2 damage to everyone... I remember having a pickle of a time because of those fire archers fight them for a while, get a few people reduced to critical and retreat and heal again...
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[-] Inactive characters could use scrolls.
Grayface, is there a way to turn this option off? even if the inactive character uses the scroll in turn based mode, they still used their turn in the end...
The game does not prevent inactive characters from using a potion on another character.
The game does not prevent inactive characters from using a potion on another character.
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Okay, after some more testing it turns out I was wrong about many things.
The reason is that I toyed around with monsters.txt changing the values of monster's spells level (The column with "Fireball, 4M" etc.), giving new spells to monsters who aren't meant to have them.
I came to the concusion that these spell levels are NOT read from the file - they are hardcoded. So it's mostly pointless to toy around with this. Making Devil Captain' Fireball spell stronger, for instance, it impossible. You're better off changing their basic elemental projectile attacks' damage: changing those work just fine.
So giving fireball to some monsters who aren't meant to use any spells will make it very, very weak no matter what you set it to. Giving it to Minotaur Mages (who by default use a very strong lightning bolt) will make it a very strong fireball. Understand the catch here?
BTW Venomous hydras not firing any poisonous projectiles can be fixed by inverting the positions of their melee attack with the poison projectile attack (and set the melee attack to a higher % to compensate)
The reason is that I toyed around with monsters.txt changing the values of monster's spells level (The column with "Fireball, 4M" etc.), giving new spells to monsters who aren't meant to have them.
I came to the concusion that these spell levels are NOT read from the file - they are hardcoded. So it's mostly pointless to toy around with this. Making Devil Captain' Fireball spell stronger, for instance, it impossible. You're better off changing their basic elemental projectile attacks' damage: changing those work just fine.
So giving fireball to some monsters who aren't meant to use any spells will make it very, very weak no matter what you set it to. Giving it to Minotaur Mages (who by default use a very strong lightning bolt) will make it a very strong fireball. Understand the catch here?
BTW Venomous hydras not firing any poisonous projectiles can be fixed by inverting the positions of their melee attack with the poison projectile attack (and set the melee attack to a higher % to compensate)
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So do you think it might be possible to make a npcs.txt file to influence how often some npc types are spawned, like useless npc types that don't serve a purpose in helping the party in one way or another and set the chances an npc will back talk you (which forces me to kill them and reload the game again)UndeadHalfOrc wrote:Okay, after some more testing it turns out I was wrong about many things.
The reason is that I toyed around with monsters.txt changing the values of monster's spells level
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Here is a new bug I think...
If you have extra Life/Mana (more then maximum) and life or mana regeneration, as soon as you gain mana your mana will drop down to the maxumum amount.
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Re: Here is a new bug I think...
That bug has been present since 1.0 I believe. The simplest solution is to unequip regeneration items before you gulp down those black potions.Rune_Caster wrote:If you have extra Life/Mana (more then maximum) and life or mana regeneration, as soon as you gain mana your mana will drop down to the maxumum amount.
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Re: Here is a new bug I think...
Try unequipping the Regeneration spellUndeadHalfOrc wrote:That bug has been present since 1.0 I believe. The simplest solution is to unequip regeneration items before you gulp down those black potions.Rune_Caster wrote:If you have extra Life/Mana (more then maximum) and life or mana regeneration, as soon as you gain mana your mana will drop down to the maxumum amount.
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Re: Here is a new bug I think...
This is a MM6 thread, no regeneration spell in this gameGreatEmerald wrote:Try unequipping the Regeneration spellUndeadHalfOrc wrote:That bug has been present since 1.0 I believe. The simplest solution is to unequip regeneration items before you gulp down those black potions.Rune_Caster wrote:If you have extra Life/Mana (more then maximum) and life or mana regeneration, as soon as you gain mana your mana will drop down to the maxumum amount.
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Did you goto Sergey Rozhenko aka GrayFace Homepage
https://sites.google.com/site/sergroj/mm
I just checked the link, did a message pop up that your explorer had blocked the file download?
I just checked the link, did a message pop up that your explorer had blocked the file download?
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Hey here's an idea!
How about adding USB joystick support?
Here's an example for buttons fpr my gravis gamepad:
red button for attack
yellow button for quickspell
blue button for spacebar (get stuff, use levers, open doors)
green button to hop
start button to switch between run and walk
select button to switch between real time and turn based mode
L1 & R1 to strafe
L2 & R2 to look up and down
Keyboard and mouse would still be needed, but straight up monster bashing sure would be fun using a gamepad.
How about adding USB joystick support?
Here's an example for buttons fpr my gravis gamepad:
red button for attack
yellow button for quickspell
blue button for spacebar (get stuff, use levers, open doors)
green button to hop
start button to switch between run and walk
select button to switch between real time and turn based mode
L1 & R1 to strafe
L2 & R2 to look up and down
Keyboard and mouse would still be needed, but straight up monster bashing sure would be fun using a gamepad.
There is a program that can do that, AFAIR, JoyToKey.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
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Awesome suggestion - I have it now installed and it works perfectly.GrayFace wrote:There is a program that can do that, AFAIR, JoyToKey.
I needed to set all action commands (space, A, S, X) to auto repeat though ( I put it all the way to the max and it works fine) otherwise, keeping the red button pressed attacked only once.
FInally, after playing with it a bit, I decided to remove those 5 commands from my 10-button joystick because I didn't use them enough: look up and down, strafe left and right, and Enter(Turn Based mode).
Instead, I assigned character 1-2-3-4 to L1-L2-R2-R1 buttons respectively, and assigned Escape to my select button.
This was necessary, as Escape is used constantly to escape menu from talking to peasants, exit menu screens etc, and the character numbers were needed to point targets for Heal spells.
Perfect!
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