van Schevikhoven wrote:Hi everyone!
I just started over mm7 and by coincidence, found this merge which is just simply awesome! Thank you so much all of you contributors!
I tried to read through the current 84 pages of discussion, so please excuse me if these have been discussed earlier on. I got some questions / ideas on my mind, and i'm so excited about this, that i just have to get them off my chest =)
1.) Bolstering enemies and keeping the game challenging for all three continents is a big challenge, that's true. Now the bolster option is great, and works. I'm a big fan of coming back to dungeons and kicking the sh*t out of the monsters who gave me a hard time earlier. This is one of the rewards of leveling, getting better gear and training skills.
I have two ideas of bolstering:
1A.) Now instead of having a bolster where low level enemies are raised to your level, could monster level be adjusted at a steeper slope, so that high level monsters become very tough, and low level monsters stay low level. Essentially, as a function of the monster level. Perhaps as an option besides bolstering and level matching?
- Levelling is rewarding
- Increases challenge for high level parties
- Forces cross-continent questing and levelling
- Forces cross-continent questing and levelling
- Perhaps not that straight forward for the storyline, as this could block certain areas.
- Not very well suited for playing per continent.
1B.) A continent based slope, where monster level on the first continent is mLvl*1, second mLvl*2 and the final continent mLvl*3. Either by selecting the order, or using stored(?) data on the order the continents are visited.
- Leveling is still rewarding
- Increased challenge for the second and third continent
- Doesn't force, but keeps the motivation for cross-continent exploration
- Doesn't scale very well for players who like to criss-cross between continents.
The functions and math above is kept simple. The mathematical formula is not what i'm asking, it's the concept in general.
Added to the Suggestion Tracker. The other thing wasn't, because it goes against the logic behind the Merge.
Adding artifact wands would necessitate generating lore for them, which is too much work. We had better stick to the wands that we know, which there is plenty of as it is, and just stratify them like we have all the remaining pieces of equipment! There is no need to change cost or item tiers, but since there are now 15 wands, with 3 of each type doing exactly the same thing as the other 2, maybe it would be a nice idea to spread their spells around, so there is less redundancy?
Of note though is the fact that all the wands that were ever in all the 3 games never carried party effects, so stuff like Power Cure or Lloyds Beacon would have to be out the picture if we want to preserve the original feel and function of the wands. Only monster effects were ever on the wands - which of course still gives us room to introduce some nice new spells.
Let's take a look:
Tier 1 wands: Wand (MM6), Wand (MM7), Witch Wand (MM8). - 35 base charges, 1000 gold
Spells: Stun, Poison Spray, Firebolt, Harm, Sparks
Wand (MM6): Sparks, Firebolt
Wand (MM7): Stun, Fate (new, added spell so that every wand has 2 - casts Fate on a target monster)
Witch Wand (MM8): Harm, Poison Spray
Tier 2 wands:
Fairy Wand (MM6), Fairy Wand (MM7), Shaman Wand (MM8). - 30 base charges, 1500 gold
Spells: Ice Bolt, Mind Blast, Spirit Lash, Light Bolt, Deadly Swarm
Fairy Wand (MM6): Mind Blast, Slow (added spell, enchantment name would be "Of Slowing")
Fairy Wand (MM7): Light Bolt, Ice Bolt
Shaman Wand (MM8): Spirit Lash, Deadly Swarm
Tier 3 wands:
Alacorn Wand (MM6), Alacorn Wand (MM7), Wizard Wand (MM8). - 25 base charges - 2000 gold
Spells: Fireball, Acid Burst, Lightning Bolt, Blades, Berserk
Alacorn Wand (MM6): Blades, Berserk
Alacorn Wand (MM7): Acid Burst, Blind (added spell - the Dark Elf ability of Blind. Enchant name "of blinding")
Wizard Wand (MM8): Fireball, Lightning Bolt
Tier 4 wands:
Arcane Wand (MM6), Arcane Wand (MM7), Serpent Wand (MM8). - 20 base charges, 2500 gold
Spells: Ice Blast, Flying Fist, Paralyze, Rock Blast, Toxic Cloud
Arcane Wand (MM6): Rock Blast, Paralyze
Arcane Wand (MM7): Ice Blast, Inferno (added spell)
Serpent Wand (MM8): Flying Fist, Toxic Cloud - note that in MM8 a Serpent Wand carrying Toxic Cloud will still be called "Arcane Wand of Clouds" - which is probably an oversight from development days and should be changed back to "Serpent Wand"!
Tier 5 wands:
Mystic Wand (MM6), Necrotic Wand (MM8). - 15 base charges, 3000 gold
Spells: Implosion, Incinerate, Shrinking, Shrapmetal, Mass Distortion
Mystic Wand (MM6): Shrinking, Mass Distortion, Incinerate
Necrotic Wand (MM8): Implosion, Shrapmetal, Dark Grasp (added spell, "of the Dark Grasp" enchantment name).
Tier 6 wand (this baby looks the nicest of all them wands, why not have it carry the best spells on it?). These would have a base cap of 10 charges, compared to tier 5's base 15 charges, and a value of 4000 gold as opposed to tier 5's 3000, also only appear in tier 6 treasure hoards, therefore unavailable from stores.):
Mystic Wand (MM7): Sunray (of Sun Rays), Dragon Breath, Armageddon, Darkfire, Souldrinker (of Soul Drinking)
No idea how to rename these wands so they're all different from each other by name, and I don't think it's even necessary, even though they have differing flavor text. But maybe for the sake of it, we should. Tier 6 could use a rename at the very least - something like "Ultimate Wand" would perhaps be nice.
Added to the Suggestion Tracker as an elaboration.
Xfing wrote:EDIT: Bug report:
- Bolster doesn't work in certain places still. Last time I reported the Plane of Air, today I noticed it's the same in the Lincoln.
- I found another Ring of Fusion and Staff of Elements just today, even though the artifacts/relics were supposed to be one-only until you no longer possess them. Perhaps a flag needs to be added to consider the items to be in your possession when they're in the inventories of characters in the Adventurer's Guild? I don't seem to have this sort of problem with MM6 or MM7 artifacts though - whenever I find artifacts from these games, they always seem to be ones that I'm still missing. The issue appears to only touch MM8 artifacts/relics.
EDIT 2: Scratch the above - I also found a Valeria, which I already had too, and it's from MM6.
- With the new Essence potions (and perhaps Potion of the Gods/Pure Resistance potions), when trying to drink the potion a second time, there is a prompt saying "Potion cannot be used that way", while with trying to drink the previous potions there is no such prompt - the character refuses to drink such a potion and the smiling animation is displayed. It would be nice to have these reactions uniform for all the potions, old and new.
- The Essence of Luck recipe in the notes only includes Haste + Heroism (or just the first recipe you use to mix it), and doesn't add the other two on successful mixes.
Added to the Bug Tracker.
NotABroom wrote:I have a party of one priest and four knights, but when I click "promote necromancers", the activated character gets turned into a lich (even though he is a knight). I mean, I always wanted to play a lich knight, but it actually even changes my characters class to "lich" as well. And at that point I did not even bring the Book of Khel (only the jars).
The spear skill does not exactly what the description says. It says attack damage is added at expert, but it does that only from master level on.
There is a spot in the garrot gorge dragon cave where you can fall through the ground into the part of the cave below. It is on the left wall in the first large "room" after you entered the forbidden part of the cave. I can go back there and make a screenshot or a video if helpful.
Added to the bug tracker.
Xfing wrote:Adding artifact wands would necessitate generating lore for them, which is too much work. We had better stick to the wands that we know, which there is plenty of as it is, and just stratify them like we have all the remaining pieces of equipment! There is no need to change cost or item tiers, but since there are now 15 wands, with 3 of each type doing exactly the same thing as the other 2, maybe it would be a nice idea to spread their spells around, so there is less redundancy?
Yeah, i was thinking Artifact Wands, due to the fact that since Artifacts will now respawn 1 year after you no longer have them, you can expend all the Charges on an Artifact wand, and acquire it again the next year with full charges. You need at least 20+ Alchemy/Water Magic skill to recharge a Wand to 100%. Plus, whenever i decide to "save scum" loot, whenever i see "Wand", i always just reload without even checking it, because very few wands (except the Paralyze Wand) are very useful. Plus, there are currently no "beneficial/buff" wands, they're all offensive. Which is why i thought a T6/Artifact Wand with Power Cure charges would be great.
Added as an addendum to the Suggestion Tracker.
I should get payed for maintaining the tracker! So many posts!