Elemental Mod for MM7 -- v4.0 open beta

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
Tomsod
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Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby Tomsod » Today, 17:03

Spent knives can be repaired, in all the same ways a broken item can be repaired. This will degrade the item, much like with recharging wands.

My mod's elemental.*.lod archives should naturally be the last (it goes roughly alphabetically). You can also directly see or download these files on github.

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rampage77t
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Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby rampage77t » Today, 17:16

Downloaded and testing, the new dungeon in Bracada Desert is not available yet right? Why does the game close when trying to enter there

Tomsod
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Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby Tomsod » Today, 17:27

rampage77t wrote: Today, 17:16 Downloaded and testing, the new dungeon in Bracada Desert is not available yet right? Why does the game close when trying to enter there
Welp, here's the first critical bug! Quick solution for now: install MMExtension, somehow it helps. I'll try to fix it properly tomorrow.

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Lone_Wolf
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Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby Lone_Wolf » 59 minutes ago

While creating party I noticed something odd :

In vanilla racial weak attribute takes 2 bonuspoints to raise attr +1 and good attributes take 1 bonuspoint to raise attrib +2 .

Elemental 4 still does the first, but good attributes are only raised +1 per bonus point .
I couldn't find a mention for this in changelog , is this intentional ?

MMextension 2.2 extracts the values that set this to data/tables/Class Starting Stats.txt , no idea which .lod it comes from .


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