Patch link have been updated. Unique items were tweaked to match new values, Arena will choose monsters more carefully now, cleric in Jadame will get proper promotion, thanks.
Xfing wrote:One question - since there is no way for me to check directly without some minutes of playing - have you also altered the loot levels of the items? For example will the best weapon of each category now be treated as a level 6 treasure?
Yes, you can check these in "rnditems.txt" in EnglishT.lod with MMArchive
Mortis wrote:Now investing in strengh, accuracy, dexterity and others has bigger and better influence on yours damages, armor class, HP, SP, especially after 50 points of skill.
I think, it is possible, but i would like to save original system of progression, party already becomes very powerful quiet fast.
Normal - Skill added to attack bonus
Expert - Skill reduces recovery time
Master - Skill added to damage
Grand - Double all previous bonuses
I wonder if something like this could be coded without having to split the bow skill into two?
I don't know any way to add new skill right now and i'm not sure it is possible to split bow and crossbow like this without altering .exe file.
Xfing wrote:- The Hatchling/Dragonette/Young Dragon line has a way too steep strengthening curve. At party level ~110 Young Dragons have ~4500k health, while Dragon Flightleaders are still under 2000.
Strange. Could you send me your savegame? They scaling properly for me: young ones never became stronger than flightleaders.
No more Reactors at arena. Speak with Hume again to remove quest. I look into problem with potions further.
I have not included any class changes yet.
Xfing wrote:And another thing: Alice Hargreaves doesn't leave the party when the Hero quest for Charles Quixote is completed.
Speak with him again to get rid of her.
Daedros wrote:Speaking of Dragons, i wonder if it would be possible to actually fix them one day. Everyone knows how broken Dragons are, and by that i don't just mean OP. I mean that Might/Accuracy does absolutely nothing for them because they never use a melee attack, they always use that breath attack that ignores all Resists, and that never misses so long as the graphic for it connects. Would it be possible to replace that with a melee attack, and make their only breath ability to be Flameblast (the AoE Fire Damage spell of theirs that costs SP)?
It is possible. Open "Character portraits.txt" from "...Data\Tables" folder and set field "DefAttack" to 0 for dragon portraits. They will always use melee attack after it. Experiment with it at will. I would not include it right now (at least without complete balancing), dragons seems like cheat but that's what makes them and mm8 special in some terms.
I'll look what can be done with blasters.
DarthVadre wrote:Is it reasonable to increase the skill points cap?
It will require a lot of tweaking in .exe, because currently skill level and mastery stored in single byte, we have to change this approach everywhere in .exe to increase max value.
justl wrote:is it intended, that even the first time its used there, it goes to the other "high magic place" from the chosen continent?
Yes, once jumped to other continent, you'll get clues how to start it's story.
UnknownHuman wrote:Is it possible to make the "Hire/Mercs" 100% Random ?
Yes, edit "Character selection.txt" from "...Data\Tables" folder, set "x" in each cell and remove all numbers from "Portrait exceptions" rows.
UnknownHuman wrote:If you get to many skills on the left side, Magic, Weapons and such they disappear. I cannot see my Dark Magic skill level anymore.
With what class have you achieved that much skills in left window?
justl wrote:i cant remember being it that way in mm7 standalone
I think it is intended, they should spawn without limits according to original scripts, i'll check it again.