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.
Elemental Mod for MM7 -- v4.0 open beta
- rampage77t
- Peasant
- Posts: 79
- Joined: 03 Jun 2020
Re: Elemental Mod for MM7 -- v4.0 open beta
Downloaded and testing, the new dungeon in Bracada Desert is not available yet right? Why does the game close when trying to enter there
Re: Elemental Mod for MM7 -- v4.0 open beta
Welp, here's the first critical bug! Quick solution for now: install MMExtension, somehow it helps. I'll try to fix it properly tomorrow.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
Re: Elemental Mod for MM7 -- v4.0 open beta
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 .
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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