Rodril wrote:
This is original behaivor, probably NWC tried to reduce memory usage, and hardcoded usage of 'v1' for all paperdolls, except female one. Upon removal items limits i've left it as is, but it won't be hard to change engine to recognize 'v3', 'v4' and 'v5' as well, will do it very soon.
Figured it out in the meantime
I can handle the remaining two paperdoll belt repaints too once the fix is in place. Since that will be relevant to the cloaks too, I can do those too while I'm at it, no problem. Then again, not sure if there are 5 cloak variations in the game as well? Will have to check that. Anyway, Mino belts look good enough as they are, but they clearly don't reach all the way around the mino's waist, so we might want to scale the belt up a bit. I think the same repaint will cover both the mino and the troll, since their bodies are similar enough. If not, I can try doing both to get them just right.
Rodril wrote:
Xfing wrote:As for bugs - I'm getting a fatal crash when switching between party character inventories while inside the Adventurer's Inn. Should be reproducible, since it's the latest version.
Strange, but i cannot reproduce that. Send me your savegame and/or "ErrorLog.txt", please.
I'll try, but since no one else seems to be getting this error either. Cthscr wasn't able to reproduce it either, so it's probably just something with my game files, might just need a clean install. It's not a serious issue anyway, since it's possible to just restart and reload the game.
Anyway, when playing yesterday I've noticed more issues, many of which I can probably fix myself, such as bits and pieces of dialogue still wrong somewhere: for example the High Priest of Enroth still sometimes refers to his promotion as the Priest of Light - a remnant from before we turned it into High Priest instead. Same goes for Master Wizard (refers to the party as "Arch Mages" in one of his post-completion messages). But I think I remember where the file containing the dialogue is so I can take a pass at all the dialogue options, including that from random hirelings and check for issues, inconsistencies and grammatical errors and just correct it when I can. I could make a changelog too. What I've done in the meantime is adjust ITEMS.txt introducing value, item name and flavor text fixes/changes as per the Tracker. Changed tier values of gemstones too, apart from all other types of gear. Differentiated their loot values in rnditems.txt too, so that every item now has slightly different chances than its neighbors.
And here's a brief rundown of gameplay ascpects that I've noticed might need correcting. Some you will see earlier in the thread, some are new:
- Necromancers are not getting promoted to Master Wizard in Enroth. I think they actually should be included for the promotion, since it's still an improvement for them in every way (they keep being able to use Master Dark Magic), and they're pretty much just a slightly modified Wizard class anyway. I haven't figured out yet if you can get a Necromancer to become an Archmage if chosen the Light path in the MM7 portion, but that's still a lot of hassle if you want to get a Master Necromancer, and being able to get him a Master Wizard first would make that a whole lot easier.
- In fact, as an extension to the above proposal - I think it would be pretty cool if the High Priest and Master Wizard promotors (or some other chosen NPCs) allowed the "Mirrored Path" choice, just like how you can visit the masters of light/dark magic on Enroth to hop between light and dark with your Priests/Archmages. Priests of Light/Dark and Archmages/Master Necromancers should be able to choose to be High Priests/Master Wizards again. Ideally, that would reduce their skill level in Light/Dark from GM to M and erase the GM spell from the spellbook, while allowing them to also learn the other school. Of course the Lich should remain the point of no return, obviously.
- And an optional suggestion for further down the line: maybe bring back Battle Mage/Warrior Mage so that there is a Mirrored promotion for Archers too? The current tier 2 promotion could be renamed from Warrior Mage to Battle Mage (MM6 style), while Warrior Mage could be the final promotion on Enroth. Warrior Mages could get basic Light and Dark, while Master Archers/Snipers could get one of those schools, but up to expert. Not sure if worth it, but it's just an idea - you can switch between the paths easily anyway even today and giving Archers expert in these schools might be overpowered (or both at a time).
- I have noticed that spell and magic vendors seem to be favoring the MM8 learning book format exclusively, including Erathia and Enroth. While you can still find MM6/7 spellbooks in random loot, they're not being sold at shops very much. I think all the learning book cover types should have an equal chance of appearing in any guild: for example for each book of "Lightning Bolt" sold at the Alvar elemental guild, you should have an equal chance of encountering the book with a MM6, MM7 or MM8 cover. Also, the item type for those seems to be "Book of Learning" in MM6 and 7 and "Learning Book" in MM8. I think that should be made more uniform and all the books should share a single item category name (just like I did with MM6 "Gem"->"Gemstone"). Same goes for MM6/7 artifacts/relics. The MM8 ones now say for example "Artifact Halberd" or "Relic Sword" before being identified, while MM6 items just say "Artifact" or "Relic". I think the MM8 ones have a nice system, would be nice to extend that to the remaining items.
- Some artifact/relic bonuses are still not applying, most particularly MM6 artifacts that hadn't been repainted earlier - but you already know that I'm sure.
- Ore has become sellable to shops, which is great - but I've noticed that ore found in Erathia still has a vendor value of 0, rather than the ore with value that you can find on Jadame, and therefore is not sellable. I suggest either deleting one category of ore items (since both are identical, other than the value) - or if it will make things easier, just re-add values to the MM7 variant and make them sellable just like the MM8 ones now are.
- Add elemental splash effects for elementally enchanted weapons - idea described more in detail a bit earlier in the thread.
- Alchemy: add extra recipe scrolls as items (recipe text for each one already suggested in the concept document for the extra potions, which is inside the Tracker). Since they were fixed to be sellable again, consider adding all potion recipe scrolls as rare random loot from tier 3-6 chests and maybe some monsters, that would help a bit with a smoother progression into more advanced alchemy. Also do something about the Protection from Magic potion since it keeps affecting the whole party and not just the drinker. If the effect cannot be coded to be individual, I suggest changing the potion to Pain Reflection. Remaining unused spell effects in the game are only: Hammerhands, Regeneration and Pain Reflection. I think the first two are too weak to be White Potion tier, which leaves just Pain Reflection, which seems appropriate.
I have one final potion idea too - Hour of Power. It would be black and combine the effects of Bless, Haste, Heroism, Stoneskin and Shield in a single potion, just like the spell itself - that should be possible for single characters, since all these effects are granted individually by layered potions. But that's just an idea off the top of my head and I'd have to first come up with a formula, so ignore this for now and just let me know if you think it's worth it or is too much hassle (one can just use the easily mixed layered potions one after another instead, after all).