GrayFace MM7 Patch v2.2 [March 17, 2019]

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

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Anubis
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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby Anubis » Sep 26 2018, 7:26

Another thing I've noticed - the reputation system in MM7 seems off. It seems to be based on the area you're in, but you can never reach a status like Saintly if that's even possible, and I'm pretty sure your donations to a temple grants you a buff based on the reputation you have. If "Liked" is the max reputation you can get, then never mind. I'm just wondering if there's anything past that like there was in MM6.
Last edited by Anubis on Oct 2 2018, 4:21, edited 1 time in total.

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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby GrayFace » Sep 26 2018, 18:42

Thanks for bugs.

GrayFace wrote:
Novi wrote:Also, don't take this as a request or anything, just throwing out an idea, but would it be possible to widen the fov to widescreen? Seeing how you've managed to up the resolution and all.

I thought about it and concluded that it would be too hard. There were high resolution projects (2nd was probably a continuation of mmtool's one) for MM7 that ripped apart the interface and increased the actual resolution the game works with and this would be a task similar to them.

I've changed my mind. I think I will do it at some point. Here's a basic mockup I've made: https://www.dropbox.com/s/ljk26cjwp6ci6 ... 2.png?dl=0
The part of top bar between right-hand and left-hand icons is for status bar. Unlike what's shown on the mockup, centering players list would probably work best.
Last edited by GrayFace on Sep 26 2018, 18:48, edited 2 times in total.
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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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby Anubis » Oct 2 2018, 4:24

Couple more bugs:

Glory Shield (Relic): Says it buffs your Spirit Magic skill, but doesn't.
Kelebrim (Relic): Says it takes away 50 earth resistance, but doesn't.

Also, when fighting Xenofex in Colony Zod, if your character damages him, text says you're damaging a "Devil Captain".

In the Strange Temple, there's "Lord Roberts" and "Jon Van Caneghem" enemies, but when damaging them, text says you're damaging "Blaster Guy C".

Also, does Axe Grandmaster even work? I remember a discussion about that but does it even do anything? Halving an enemy's armor class...?

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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby GrayFace » Oct 2 2018, 22:07

Anubis wrote:Also, does Axe Grandmaster even work?

I don't think it does. As I understand, it should be like Stun and Paralyze abilities of Mace skill - adding a debuff to monster.
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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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby Anubis » Oct 8 2018, 5:32

All right, thanks.

Also, @Grayface, I thought of a really cool idea that could be implemented in the games somehow. When I come across stat-boosting barrels or resistance-boosting cauldrons, I always tend to want to balance it out across my entire party so they have a better chance of completing those torch contests and such. By doing so, I have to take off all my gear to see what my base stats/resistances are. The idea that I'd like to suggest is you being able to see your base statistics/resistances without having to take off your gear at all. I'm not sure if that'd be easy to do or if it's too time consuming, but I just thought I'd throw it out there.

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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby Xfing » Oct 8 2018, 16:53

As for GM Axe- I never had any idea how it was supposed to work in the first place. The best way to go about it would probably be giving GM axe wielders a chance to inflict an indefinite time, stackable debuff akin to Slow or Paralysis that would halve the monster's current AC. But I'm not sure if that was even coded.

EDIT: Oh, Grayface beat me to it. lol

Anubis wrote:All right, thanks.

Also, @Grayface, I thought of a really cool idea that could be implemented in the games somehow. When I come across stat-boosting barrels or resistance-boosting cauldrons, I always tend to want to balance it out across my entire party so they have a better chance of completing those torch contests and such. By doing so, I have to take off all my gear to see what my base stats/resistances are. The idea that I'd like to suggest is you being able to see your base statistics/resistances without having to take off your gear at all. I'm not sure if that'd be easy to do or if it's too time consuming, but I just thought I'd throw it out there.


Seconded! That would be a feature request more than a bug fix, but it'd be quite useful late-game when you're wearing multiple stat-enhancing items. It could go something like the current value (white for permanent/green for buffed) at first, and then the "natural" value in a parenthesis. Say, Might: 273 (123)
Last edited by Xfing on Oct 8 2018, 16:56, edited 2 times in total.

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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby vocab » Oct 8 2018, 20:16

I figured out that win7 compatibility issue where it wouldn't fullscreen. Just edit the .ini, and put both windowWidth and WindowHeight to -1. It defaulted to window mode by default when it had 480.

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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby Anubis » Oct 9 2018, 5:56

Xfing wrote:It could go something like the current value (white for permanent/green for buffed) at first, and then the "natural" value in a parenthesis. Say, Might: 273 (123)


I was thinking more like...you know how when you right-click your "Attack" or "Shoot" categories in the character sheet, the "toast window" shows your recovery time value? I was thinking a good place to put it is by right-clicking your statistic (Might, Intellect, Luck, etc.) and having it show the base value in the toast window near the bottom.

e.g. Base Might: 24

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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby Xfing » Oct 9 2018, 10:35

Anubis wrote:I was thinking more like...you know how when you right-click your "Attack" or "Shoot" categories in the character sheet, the "toast window" shows your recovery time value? I was thinking a good place to put it is by right-clicking your statistic (Might, Intellect, Luck, etc.) and having it show the base value in the toast window near the bottom.

e.g. Base Might: 24


Or while we're at it, the base value and all the bonuses from every item, listed :P

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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby Anubis » Oct 22 2018, 3:10

In Tatalia, the ore on the ground looks like Erudine ore, but it's really Kergar ore. This problem doesn't occur in the other maps (e.g. Bracada Desert, Barrow Downs)

Also, the "Stun" spell graphically looks wrong.
Last edited by Anubis on Oct 22 2018, 3:11, edited 1 time in total.

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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby vocab » Oct 22 2018, 20:31

Weird crash in Red Dwarf Mines. After I hit the elevator and walk around to kill the medusas, my game just crashes to desktop randomly. I'm not sure the exact trigger, but the steps I do to reproduce it is this.
1) hit the elevator, go down to the basement.
2) fight medusas, maybe a pack of 3 down there
3) reload mid combat, turn back in go into the mines.
4) game crashes anywhere in the mines at random. The weird thing is it doesnt crash if you just avoid the first step and never hit the elevator/going into the basement.

I uploaded a save right at the entrance of the mines. https://www.dropbox.com/s/81mu1a817hiz9 ... 0.mm7?dl=0
Last edited by vocab on Oct 22 2018, 21:34, edited 4 times in total.

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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby Anubis » Oct 26 2018, 0:04

Yep, I crashed in Red Dwarf Mines as well, but I didn't even go down the elevator. Sometimes when I reload mid combat, I crash. I dunno if it's worth mentioning, but I went there without being given the quest from the Dwarven King.

Also, my previous mention of the reputation system? I was wrong. The rep system seems to be working as intended if "Liked" is the best status you can achieve in that game. I thought maybe "Saintly" was still a thing, but I suppose not.

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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby Anubis » Oct 26 2018, 7:57

Lol, another minor bug:

In Celeste, when you highlight the sign to the Paramount Guild of Air, it reads "Guild of Enlightenment". Additionally, highlighting the sign to the Guild of Enlightenment reads "Paramount Guild of Air".

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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby Panda Tar » Oct 26 2018, 13:45

I think this one is like that for a long while now. Even I remember that. :D
"There’s nothing to fear but fear itself and maybe some mild to moderate jellification of bones." Cave Johnson, Portal 2. :panda:

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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby vocab » Oct 29 2018, 2:46

Ran into some more crashes in Tatalia. Bowmen vs trolls in the snowy area. I engaged in combat shooting bows, and it just randomly crashed. Went into mercenary guild started some combat and randomly crashed.

crashes in Watchtower 6 as well.
Last edited by vocab on Oct 29 2018, 23:43, edited 1 time in total.

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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby Anubis » Oct 29 2018, 4:30

I had "45 Liked" in Deyja, and after handing Alice Hargreaves to William (for the Dark Path quest), my rep becomes "35 Liked". Not sure if that's correct.

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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby Anubis » Oct 30 2018, 5:55

I think this is also a bug -- Acid Burst (from Water Magic) deals damage against all the Medusa types. I don't have GM Monster ID but I'm pretty sure Medusas are supposed to be immune to all forms of magic?

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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby Phobos » Oct 30 2018, 7:17

Anubis wrote:I think this is also a bug -- Acid Burst (from Water Magic) deals damage against all the Medusa types. I don't have GM Monster ID but I'm pretty sure Medusas are supposed to be immune to all forms of magic?
Acid Burst deals physical damage, so it works correctly. ;)

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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby Xfing » Nov 6 2018, 6:24

Not sure if anyone's mentioned it, but have you noticed how in the original game the Troglodytes' animations play twice as slow as they should be playing? This occurred to me only when playing the game at 2x. I don't believe it's an issue of missing animation frames, it's just probably bugged programming.

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Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Postby GrayFace » Nov 12 2018, 18:48

vocab wrote:Weird crash in Red Dwarf Mines.

vocab wrote:Ran into some more crashes in Tatalia.

Send me the ErrorLog.txt file from the game folder.

Phobos wrote:Acid Burst deals physical damage

It doesn't. You're confusing it with Shrapmetal or blasters.

Xfing wrote:Not sure if anyone's mentioned it, but have you noticed how in the original game the Troglodytes' animations play twice as slow as they should be playing?

Are you sure? They should have 1.5 more delay between frames than normal monsters - 3 instead of 2.
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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