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

Unread postby Tomsod » Yesterday, 10:15

Lone_Wolf wrote: 25 Feb 2025, 17:14 +12 ring of health works and gives angel's ring of health
+13 ring of health gives : sorry, that item doesn't seem to exist

Apparently there is a limit to the amount such a ring can get through special order.
If that's correct, changing the message to something like 'I'm unable to craft such a powerful item, try asking the Ancients for itt." would help to avoid confusion .
Rather, +12 is the absolute limit to these enchantments, because +HP and +SP are halved, like +armsmaster in vanilla. But adding this to the error message would be a good idea, indeed.

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

Unread postby Lone_Wolf » Yesterday, 17:11

Thanks, that will clarifiy it.

Another issue with special orders for E magic shop :
Alacorn wand of acid, blades, fireballs, lightning can all be created, but alacorn wand of charms 'doesn't exist' .

(Want to try a no-kill approach to sewers using charms) .

Edit:

It seems there's now an alacorn wand of shock and a "fairy wand of charms" .

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

Unread postby Tomsod » Today, 08:38

I intend to also allow orders like "wand of charms" (without specifying wand type), but I haven't got around to that yet. In general, shop orders assume some player knowledge on e.g. how everything is named, which unfortunately may not hold for some obscure mod changes. Dunno if that's a problem.


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