#73
Fixed shield displayed recovery penalties.
Search found 178 matches
- 18 Jun 2022, 21:27
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 70363
- 18 Jun 2022, 19:44
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 70363
Re: MM6 skill emphasis mod (#71)
Hmm. You may be right. Let me check it out. Here is the deal. These values are from vanilla. I didn't change them. If one look into vanilla table they will see 10/10/10 penalty for shield. It is also not mentioned in the vanilla shield description that rank decreases this penalty. In fact shield rec...
- 17 Jun 2022, 19:29
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 70363
Re: MM6 skill emphasis mod (#71)
It's not a recovery value but recovery penalty. Meaning wearing shield makes character recovery worse by 10.
- 12 Jun 2022, 18:25
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 70363
Re: MM6 skill emphasis mod (#71)
Updated balance branch.
Healing cost now is proportional to restored HP/SP and party experience level. Ailment healing is proportional to party experience level.
Healing cost now is proportional to restored HP/SP and party experience level. Ailment healing is proportional to party experience level.
- 11 Jun 2022, 23:20
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 70363
Re: MM6 skill emphasis mod (#71)
First of all, upgrading mod version requires relaunching game application. Just to be sure. As for whether altar fix is compatible with save game - tough to say. The altar is initialized when entering the map. I suppose if player leaves the map with altar and enters it again the function should rein...
- 11 Jun 2022, 10:49
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 70363
Re: MM6 skill emphasis mod (#71)
RE: bow damage.
I confirm that bow damage calculation function is not get called by program at all. So no bow damage from script will be applied.
I confirm that bow damage calculation function is not get called by program at all. So no bow damage from script will be applied.
- 11 Jun 2022, 10:28
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 70363
Re: MM6 skill emphasis mod (#71)
#71
Fixed Altar of Electricity.
Fixed Altar of Electricity.
- 10 Jun 2022, 16:51
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 70363
Re: MM6 skill emphasis mod (#69)
You are right it doesn't. Let me have a look. Thank you for note.
- 06 Jun 2022, 03:55
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 70363
Re: MM6 skill emphasis mod
I have created new branch "balance" due to intense modification and experimentation. Later on we can merge it to main as we stabilize it. Here is the script in new branch. https://github.com/tnevolin/mm6-skill-emphasis-mod/blob/balance/Scripts/General/skill-mod.lua I have refactored it a l...
- 05 Jun 2022, 23:13
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 70363
Re: MM6 skill emphasis mod
Summary of future conceptual changes so far as I understand them. Cost of healing in temple is proportional to character XP level and to the amount of restored HP/SP. Meaning player does not need to wait until whole party is exhausted of HP/SP to get most benefit of healing and can pay per use. At t...
- 04 Jun 2022, 15:06
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 70363
Re: MM6 skill emphasis mod
Eksekk, Thank you for chiming in and thank you for honest feedback! All opinions matter. Don't hesitate to share them! Please join Slack if you like to participate in (or listen to) implementation discussions. Otherwise, just enjoy it now and wait for new releases. As for balance I think you got con...
- 04 Jun 2022, 04:18
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 70363
Re: MM6 skill emphasis mod
#68 is ready.
- 04 Jun 2022, 02:23
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 70363
Re: MM6 skill emphasis mod
RE: Joining Slack
I think there is another way to join Slack other than me sending invitation. Here. Try this link whoever didn't join yet.
https://join.slack.com/t/gamemodding/sh ... baTch7alfA
I think there is another way to join Slack other than me sending invitation. Here. Try this link whoever didn't join yet.
https://join.slack.com/t/gamemodding/sh ... baTch7alfA
- 01 Jun 2022, 19:31
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 70363
Re: MM6 skill emphasis mod
Yeah. Maybe I scrutinized it too much. As I said - relax the monsters you see fit and we'll test it.
- 31 May 2022, 21:56
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 70363
Re: MM6 skill emphasis mod
Still I didn't plan it to be a chess game. Should be passable in more or less variable order. There still should be room for errors and wandering.
- 31 May 2022, 03:39
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 70363
Re: MM6 skill emphasis mod
I mean I'm still playing at 2x Damage and 1.5x HP/AC, I just turned off the 2x multiplier on monster spell ranks. I can deal with Rocket Tag Gameplay since that'll force me to learn smart pulling, the main problem in the very early game is "what the hell do I do now?" since all of the tra...
- 31 May 2022, 03:36
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 70363
Re: MM6 skill emphasis mod
The reason for extended pull is to prevent "engage just a single enemy from the group". Initially I was thinking for the group to be engaged together. I.e. one engaged member would shout others to follow and so on as long as they in some hearing range. Unfortunately, the notion of "gr...
- 31 May 2022, 02:30
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 70363
Re: MM6 skill emphasis mod
regarding slack: I've not used it before; I'll look into it. Should be pretty easy to navigate. A messenger like many others. Send me your email. On the subject of difficulty: You modified how skills work and increased hit rate/recovery/damage for melee weapons across the board, then found that the...
- 31 May 2022, 01:15
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 70363
Re: MM6 skill emphasis mod
I'm weakening the monsters because the first few levels of the game are ridiculously hard if you don't do exactly the right order of things, which makes it incompatible with randomizer's "the goblinwatch key is in the Control Center today lololol" approach. If I weaken the monsters withou...
- 31 May 2022, 00:04
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 70363
Re: MM6 skill emphasis mod
archers compared to knights deal about half to 1/3 damage in melee and compared to sorcerers have about half mana/double cost and lower rank since they are spreading their skillpoints between several abilities. they do have a reasonably strong bow attack but sorcerers are at least as strong at rang...