GrayFace MM6 Patch v2.5.7 [Mar 4, 2022]

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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GrayFace
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Re: ???

Unread postby GrayFace » 08 May 2010, 12:17

Rune_Caster, give me your mail address, I'll send you a test version.
tolich wrote:No, 1.10 and 1.8. In Russia, period is not used to separate decimal part of number, so 1.8<>1.80. It is 1.08.
It's not the main decimal separator, but it's also used. The version is actually 1.10.0.0 :)
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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GreatEmerald
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Unread postby GreatEmerald » 08 May 2010, 18:31

Yeap, I'm still having the same problem as well, running on CD music on Windows 7 (the problem seems to be OS-specific).

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Rune_Caster
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Unread postby Rune_Caster » 09 May 2010, 09:35

Well I tried *.WAV (wave format) and *.WMA (windows media format)

So far only *.mp3 music seems to work with out corrupting the sound of the game

Grayface I sent you my email... in a private message format...

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Rune_Caster
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Enemy Restances

Unread postby Rune_Caster » 10 May 2010, 04:21

Would it be possible to have the game display how much damage is resisted by the enemy when you attack them with a spell attack?

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Rune_Caster
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The Monolith

Unread postby Rune_Caster » 11 May 2010, 09:10

The Evil Alter does not give a bonus to any other class but Cleric and Druid (I don't have any clerics but I had to temp change my priest back to a cleric to get the + 5 personality bonus)

Cleric and Druid class gain + 5 Personality
Priest and High Priest, Greater Druid and Arch Druid do not gain any Personality.

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GreatEmerald
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Unread postby GreatEmerald » 11 May 2010, 12:56

Skeletons run away from fights, although since they are undead they should be fearless. I think it can be fixed by altering monsters.txt.

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Rune_Caster
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Unread postby Rune_Caster » 11 May 2010, 13:54

Skeletons and Skeleton Knights are "Agressive" they will retreat when you reduce them to 10 % or less of thier Hit Points, Skeleton Lords are Suicidal so they don't retreat unless you use turn undead...

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GrayFace
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Unread postby GrayFace » 12 May 2010, 02:23

Rune_Caster wrote:Would it be possible to have the game display how much damage is resisted by the enemy when you attack them with a spell attack?
It's possible, but I won't do it. :P
Rune_Caster wrote:The Evil Alter does not give a bonus to any other class but Cleric and Druid (I don't have any clerics but I had to temp change my priest back to a cleric to get the + 5 personality bonus)
Where's that Evil Altar?

GreatEmerald, send me your e-mail too.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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Rune_Caster
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D1 Silver Cove

Unread postby Rune_Caster » 12 May 2010, 05:36

GrayFace wrote:Where's that Evil Altar?
The Monolith dungeon in Silver Cove # 37

Image
The Monolith # 3 The Evil Altar
Image

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GreatEmerald
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Unread postby GreatEmerald » 14 May 2010, 12:43

I've noticed one more thing - Mass Fear does put a status ailment on enemies (it says "Afraid" when right-clicking), but it doesn't do anything at all. Enemies don't retreat and continue to charge at you.

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Rune_Caster
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Unread postby Rune_Caster » 17 May 2010, 09:47

Just a comment, but "Of Protection" says all resistances but magic is omitted. Otherwise it would say "Elemental Protection"

"Super Resistance" Says Adds 20 to resistances temporarily and gives + 20 Magic restisance.

Your right I don't think fear mechanics are working as they should in grayface's patch.

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Unread postby UndeadHalfOrc » 17 May 2010, 13:12

Equips CANNOT give magic resistance, and never did in any version of the game. Designers intended it that way. The way to raise it is by drinking Magic Potions in dungeons and casting the Protection from Magic spell. Knights also start the game with magic resistance.

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Unread postby Rune_Caster » 19 May 2010, 03:28

So why does the fountain in Mist give + 5 to Fire, Electricity, Cold, Poison and say "+ 5 Elemental Resistances" where's the "Of Protection" enchantment says "+ 10 to all resistances" not "+ 10 to Elemental Resistances" You can also get + 10 perm (+ 3 2nd time and afterwords) Might, Intellect, Personality, Endurance, Accuracy, Speed, Luck stats and Fire, Electricity, Cold, Poison, magic resistance. It seems kinda redundant to say + 10 to all resistances then just leave the last resistance off. I mean "Of Recovery" never worked right until the unofficial patches for the game.

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Unread postby Variol » 19 May 2010, 09:58

UndeadHalfOrc wrote:Equips CANNOT give magic resistance, and never did in any version of the game. Designers intended it that way. The way to raise it is by drinking Magic Potions in dungeons and casting the Protection from Magic spell. Knights also start the game with magic resistance.
I don't understand what you mean here? You can put on any item that's "of resistance" for a +10 to everything. "Of the Phoenix" gives +30 to fire resistance etc.

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Macros the Black
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Unread postby Macros the Black » 19 May 2010, 10:20

UndeadHalfOrc wrote:Equips CANNOT give magic resistance, and never did in any version of the game. Designers intended it that way. The way to raise it is by drinking Magic Potions in dungeons and casting the Protection from Magic spell. Knights also start the game with magic resistance.
Are you sure you're not talking about MM7 here?
You'd think Darkmoor was a ghost town, but instead there's plenty of life among the dead.

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UndeadHalfOrc
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Unread postby UndeadHalfOrc » 20 May 2010, 02:58

I mean the MM6 "magic resistance", the fifth one. After fire, elec, cold, and poison. The one that Knights start the game with 10 points.

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Unread postby Rune_Caster » 20 May 2010, 06:45

Yes Knight's do start with 10 magic resistance.
"Enchanter" says "Increases protection from the four elements by 20 constantly. I just wish there was a way to get some magic resistance through equips...

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Rune_Caster
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Unread postby Rune_Caster » 20 May 2010, 10:05

Did charm or fear status work before grayface's patches in the official patches 1.1 and 1.2?

Charm and fear ststuses does not work right while in turn based mode. However charm does turn the enemy green in turn based mode and the enemy seems to retreat in real time mode but not in turn based mode.

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Rune_Caster
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Unread postby Rune_Caster » 21 May 2010, 06:20

I wonder if anyone has noticed this or not... While resting if you have any rings or equipment that gives health or mana regeneration if you wait 5 mins you get 1 life/mana but if you wait 1 hour you only get 10 life/mana...

60/5 = 12 so why do you get short changed 2 points?

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Macros the Black
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Unread postby Macros the Black » 22 May 2010, 13:14

Rune_Caster wrote:I wonder if anyone has noticed this or not... While resting if you have any rings or equipment that gives health or mana regeneration if you wait 5 mins you get 1 life/mana but if you wait 1 hour you only get 10 life/mana...

60/5 = 12 so why do you get short changed 2 points?
Maybe you get 0.83333(etc) hit points if you wait five minutes, but it get's rounded up to 1?
You'd think Darkmoor was a ghost town, but instead there's plenty of life among the dead.


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