Xfing wrote:Another issue I've noticed: Skill teachers no longer have the "you have to be promoted to X to learn this skill level" line, they always say "This skill cannot be learned by class X". This could be misleading to new players.
Grognard the goblin warlord is named "Zog" instead.
Added to the bug tracker.
keksua wrote:Can i suggest some simple changes?
The one thing in mm7 were always disappointed me: the fact you can clear half of the locations with lvl1 team with bows..
it can be easily changed by adding some spells effect(so it cannot be dispelled) or just an alternate skill to some monsters e.g.
- Wyverns(Avlee) ancient ones can spit Acid Burst (smt. like Matrons in mm6, they are melee but not free targets)
- Trolls(Tatalia) regeneration (no more free trolls and it's very lore friendly)
- Griffins(Bracada) shield (half arrow dmg.. still possible but i think not worth at super low lvl)
- Bandits(Erathia) they are fine.. but adding few archers would be great..
ps: i know we can limit ourselves not to kill them with arrows or whatever but it's so better if you don't have to..
Added to the Suggestions tracker. And I actually agree that this would be a change for the better.
Jamesx wrote:Found a bug with character conditions: when characters get cursed or something else, their portraits changes for a moment, but then returns to normal. don't know if this happen after last update or previous.
Also suddenly one of my characters (cleric) got an unlimited Preservation buff with timer, that starts at 2:37, then it reaches 1:09 and comes back to 2:37. Unfortunately I didn't notice when it happend(
But I noticed, that all characters HP\SP are regenearates even if they don't have an item with regeneration atribute. I like this bug actually, because its slow effect that helps a little and didn't affected the gameplay so much, but it's a bug anyway. It's so strange that I didn't saw any reports about this because it happens to me from previous update. Maybe I'm not so attentive, or maybe this problem is on my side..
Right now i did a quest for cleric promotion, and those thieves in Smugglers cave seemed too strong. Somehow they learn the Rock blast spell, that kills half of may squad 21lvl in one shot Maybe it should be like that, so.. just in case))))
Xfing wrote:But yeah - thieves having master spells is overkill, not to mention not very lore-friendly :p A good solution for scaling weaker monsters would just be raising their magic skill, rather than giving them the most powerful spells. A Fire Bolt scaled up to Fire Magic level 60 can be devastating as well, you know! Low-tier mages and non-mage characters shouldn't run around wielding master-level spells. Liches on the other hand could get Souldrinker on higher levels, if it's been even coded to work for monsters.
Kliff wrote:Yeah, I'm checking a bit and when my party had Haste wear off, Weakness was applied for all of a couple milliseconds before, poof, everyone was fine again.
Xfing wrote:Kliff wrote:Huh, really? So the portrait tooltip is based on the portrait and not the actual status, then.
Yeah, for some reason since the latest patch the weak condition doesn't display on the portraits. I suspect this has something to do with Rodril working in the zombies, I might be wrong though.
Vetrinus wrote:I noticed that too. When reviving a character from death they don't come back weak.
Jamesx wrote:Not only weakness, other conditions like curse or madness have the same problems(
Added both to the bug tracker, paired with what others have said about the issues. Didn't add the one about the Preservation buff, since that is an intended feature.
Xfing wrote:keksua wrote:Dude we are talking about mod where you play mm6 with 50% discount in macacost of the most powerful dark and light magic(hate it tbh), hirelings etc, etc and you tell me you wouldn't change anything on the original gameplay.
MM6 had hirelings too. Also, if you stick to Enroth, you're stuck to Master level of all skills, which in many cases gives you less power than it did in vanilla MM6 (many of the perks are unlocked at GM only). For that reason, I think playing MM6 without jumping continents even once would actually be harder in this merge.
IF you stick to Enroth. Which you don't have to. Also MM6 doesn't have hirelings that are actual playable characters.