
I didn't found it in murmurwoods so I guess it changed between versions
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DarthVadre wrote:I continue to absolutely love this project, though have a minor complaint. In Murmurwoods, the priests used to drop an insane amount of gold (somewhere around ~1200), and I took it to be lore friendly, implying they're super corrupt. Now they only drop around ~65
StormyG7 wrote:Also, there should be a file that determines the inventory size of game items.
eldothb wrote:Ive got a question though. Im playing with my Jadamean party and decided to get into the vault of time quite early. Is it still possible to spawn the Unicorn King without touching all the obelisks? I went to murmurwoods on June 24th 9 am, but he doesnt seem to be there. Does he spawn in the same place as in the original game (near the well in the middle of the map)?
linuxrocks123 wrote:Something I noticed:
In MM7 it's possible for GM Enchant Item to create items of up to +17 Unarmed or +17 Dodging. After extensive testing, it looks like GM Enchant Item in the merged project is no longer capable of creating these items since Unarmed and Dodging were removed from MM8. I'm guessing these items are also no longer generated as random treasure, and this is unfortunate since Monks depend heavily on Unarmed/Dodging skill boosts in MM7 for their fighting skill.
Is it possible to fix this so these items can be generated with Enchant Item and as random treasure?
linuxrocks123 wrote:Something I noticed:
In MM7 it's possible for GM Enchant Item to create items of up to +17 Unarmed or +17 Dodging. After extensive testing, it looks like GM Enchant Item in the merged project is no longer capable of creating these items since Unarmed and Dodging were removed from MM8. I'm guessing these items are also no longer generated as random treasure, and this is unfortunate since Monks depend heavily on Unarmed/Dodging skill boosts in MM7 for their fighting skill.
Is it possible to fix this so these items can be generated with Enchant Item and as random treasure?
lightbringer23 wrote:Should I install BOTH patches, one on top of the other?
Mortis wrote:You just need to edit STDITEMS.TXT and change row with dodging and unarmed skills from default value 0 to any you want.
giant008 wrote:Could you pls someone post a command/script how to change a reputation status? (Neutral, Notorious, Saintly)...
lightbringer23 wrote: When I hopped back to Enroth -- my starting continent -- no monsters were bolstered.
Roor wrote:I stumbled over my old CDs for MM6, MM7 and MM8, and slowly begun the work of using them to localize the Merge to Spanish (my native tongue).
eldothb wrote:Also, one more comment, my first characters inventory seems bugged a bit - he's got a couple of empty slots, but claims he's got no room left when i pick anything up with him.
StormyG7 wrote:If editing the game as you have it is anything like editing it as it was, I should be capable of doing some 2D edits to the armor from MM6 and 7 to make them fit.
Rodril wrote:lightbringer23 wrote:Should I install BOTH patches, one on top of the other?
No, only MM8 one. Some issues does not present in mm8, other were already fixed, i think.
Rodril wrote:lightbringer23 wrote: When I hopped back to Enroth -- my starting continent -- no monsters were bolstered.
It is intentional at the moment, monsters of first continent have normal power, until you finish it's story. You can change it by setting bolstering value to 105%.
Xfing wrote:Yeah, I second the incorporation of MM7 Staff + Unarmed mechanics into MM8 for the public release. It might be a bit tricky to do, and perhaps overpowered if we still keep the Staff's MM8 GM bonus of skill increasing damage. But oh well, gotta have it!
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