Hmm. That's could be the problem, agree.
Well, let's test it and see.
Search found 168 matches
- 31 Oct 2022, 16:27
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 40479
- 31 Oct 2022, 05:00
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 40479
Re: MM6 skill emphasis mod (#74)
If it is backward compatible, then yes.
I would guess it is.
I would guess it is.
- 26 Aug 2022, 00:48
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 40479
Re: MM6 skill emphasis mod (#74)
Absolutely no worries, Ark. I read you right. You wouldn't post it here if you wouldn't like the mod! :D This being said you got the modification idea right. Simplify the mechanics so that myself and other modders can tweak it to balance with predictable and intuitive results. I hope I didn't give t...
- 23 Aug 2022, 19:59
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 40479
Re: MM6 skill emphasis mod (#74)
RE: page timeout.
It bit me before. The trick I use is to just copy all text I entered *before* clicking submit button if I fear that it was hanging there for too long. Then paste it back.
It bit me before. The trick I use is to just copy all text I entered *before* clicking submit button if I fear that it was hanging there for too long. Then paste it back.
- 23 Aug 2022, 19:58
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 40479
Re: MM6 skill emphasis mod (#74)
1: Conan doesn't have its stats adjusted like other 2h axes do, check that the artifacts are modified to your liking. Right. I may miss its properties changed. However, for relics of such magnitude this should be minor difference. 2: Of darkness effects are using the old calculation, that is to say...
- 23 Aug 2022, 17:38
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 40479
Re: MM6 skill emphasis mod (#74)
First of all, thank you Ark for very detailed feedback. Much appreciated. Feel free to join Slack group where a lot of this mod balancing question are discussed. May be interesting for you. You are generally right that any mechanics change requires further rebalancing. From the other hand, the rebal...
- 28 Jun 2022, 02:19
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 40479
Re: MM6 skill emphasis mod (#74)
I don't mind. This is just a wish list. I was thinking to place any effects not directly affecting combat to the first layer. Then directly affecting combat in second layer, and complete immobilization in third.
Weak halves physical damage. In this regards it is similar to Curse for weapon attack.
Weak halves physical damage. In this regards it is similar to Curse for weapon attack.
- 27 Jun 2022, 17:23
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 40479
Re: MM6 skill emphasis mod (#74)
Guardian Angel spell is a little too narrow focused and actually current implementation causes some HP problem. I am thinking to redo it like that. Duration is proportional to skill. Protects against death because of HP going to low due to monster attack. Protects against all other bad effects induc...
- 27 Jun 2022, 00:46
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 40479
Re: MM6 skill emphasis mod (#74)
Asked question about Raise Dead weird behavior.
- 19 Jun 2022, 22:20
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 40479
Re: MM6 skill emphasis mod (#73)
#74
https://github.com/tnevolin/mm6-skill-e ... version-74
Monster spell damage now calculates properly.
In vanilla it was calculated absolutely weird way. Lazy programming?
https://github.com/tnevolin/mm6-skill-e ... version-74
Monster spell damage now calculates properly.
In vanilla it was calculated absolutely weird way. Lazy programming?
- 18 Jun 2022, 21:27
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 40479
Re: MM6 skill emphasis mod (#71)
#73
Fixed shield displayed recovery penalties.
Fixed shield displayed recovery penalties.
- 18 Jun 2022, 19:44
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 40479
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: 40479
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: 40479
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: 40479
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: 40479
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: 40479
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: 40479
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: 40479
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: 40479
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...