Elemental Mod for MM7 -- v3.1 holiday release!

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
Tomsod
Demon
Demon
Posts: 344
Joined: 31 Jul 2020

Re: Elemental Mod for MM7 -- v3.1 holiday release!

Unread postby Tomsod » 18 Nov 2024, 15:52

Status report: I'm 95% sure to release something by New Year, but it'll most likely be an open beta kind of thing. Just as well, it'll probably have more bugs than I can squash alone!

For now, I just finished adding the Black Market to Steadwick sewers, where you can buy and sell stolen items:
Image
House animation is from the (unimplemented) Nighon bank. I don't like the glowing eyes, but otherwise it's close enough.

The plan is to also have it replace the Judge's "I lost it" feature, but this would require tracking quest items more thoroughly, otherwise the market ends up crammed with every trinket currently in your castle's chest. If I do implement that, it will organically fix the book of Divine Intervention exploit (which can be duplicated and sold in vanilla), since you'd have to pay money to get it back from the market, eliminating any potential profit. Hopefully I'll get around to this.

User avatar
Lone_Wolf
Leprechaun
Leprechaun
Posts: 38
Joined: 10 Oct 2024

Re: Elemental Mod for MM7 -- v3.1 holiday release!

Unread postby Lone_Wolf » 22 Nov 2024, 20:58

I've looked at the changelog and read many interesting ideas.

I don't like easy games and doubled monster hp in vanilla to reduce the number of oneshot kills.

Will 4 be harder / have a higher difficulty option then 3.x ?

Tomsod
Demon
Demon
Posts: 344
Joined: 31 Jul 2020

Re: Elemental Mod for MM7 -- v3.1 holiday release!

Unread postby Tomsod » 22 Nov 2024, 22:55

Yeah, everyone asks me to make Hard difficulty harder! I'll try, there's already some stuff done for 4.0, e.g. last month I added a bunch of new monster spells that only appear on higher difficulties. But it seems that the more tricky features, like better AI, will have to wait for later releases because I'm nearly out of time.

User avatar
Lone_Wolf
Leprechaun
Leprechaun
Posts: 38
Joined: 10 Oct 2024

Re: Elemental Mod for MM7 -- v3.1 holiday release!

Unread postby Lone_Wolf » 23 Nov 2024, 16:12

Understood, I'm watching the github repo.

I can at the very least spare some time to check if rangers are treated differently then other classes in 4.x .
Would a VCS/release package for archlinux following arch wine package guidelines be useful for you ?

Tomsod
Demon
Demon
Posts: 344
Joined: 31 Jul 2020

Re: Elemental Mod for MM7 -- v3.1 holiday release!

Unread postby Tomsod » 24 Nov 2024, 01:12

I've rewritten the monster-chooses-target function from scratch, so even if there's a bug in vanilla that causes everything to have a preference for rangers or something, my mod shouldn't inherit it.

While I do happen to use arch btw, my MM7 is just locally installed in ~/.wine -- actually there are like ten copies of the install for various mods and versions of the game and other testing purposes. You can put your thing on AUR, maybe someone is interested, I dunno.

Kaltenberg
Peasant
Peasant
Posts: 72
Joined: 16 Aug 2022

Re: Elemental Mod for MM7 -- v3.1 holiday release!

Unread postby Kaltenberg » 25 Nov 2024, 22:13

This black market is a much-needed idea, it fills a gap!


Return to “Might and Magic”

Who is online

Users browsing this forum: No registered users and 4 guests