Search found 401 matches

by raekuul
31 May 2022, 02:24
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 66799

Re: MM6 skill emphasis mod

regarding slack: I've not used it before; I'll look into it. 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 game was no longer a challenge so you inflated monster stats to compensate. That's fi...
by raekuul
30 May 2022, 22:21
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 66799

Re: MM6 skill emphasis mod

which is why I haven't pushed any of my adjustments back onto main yet. I'm still trying to find the sweet spot, and it's to preference anyway. What feels best for me won't feel best for you.
by raekuul
30 May 2022, 19:43
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 66799

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 without...
by raekuul
30 May 2022, 13:33
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 66799

Re: MM6 skill emphasis mod

I am thinking now whether I did the right thing tying anything to promotion? Different classes have different promotion complexity and different location/timing. Maybe we should just give flat bonuses to knight and 2h weapons? Now that I know how it works, I like promotions getting perks like extra...
by raekuul
30 May 2022, 01:04
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 66799

Re: MM6 skill emphasis mod

wrt monster spells: As long as that is the intended behavior, I can live with it. The game does properly calculate non-whole multipliers in the end, it's just a matter of the game rounding upwards when it needs a whole number result (which is why I still get n.2 fire bolt goblins with a 1.5 damage m...
by raekuul
29 May 2022, 16:03
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 66799

Re: MM6 skill emphasis mod

I figured out part of why things are going pear-shaped, by the way. tnevolin, to confirm a thing: should a simple Goblin be casting Fire Bolt at Novice 1 or Novice 2? Because as things are on the git they're casting at Novice 2, but your monster ranged attacks block only assigned them Novice 1. htt...
by raekuul
29 May 2022, 14:46
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 66799

Re: MM6 skill emphasis mod

I figured out part of why things are going pear-shaped, by the way. tnevolin, to confirm a thing: should a simple Goblin be casting Fire Bolt at Novice 1 or Novice 2? Because as things are on the git they're casting at Novice 2, but your monster ranged attacks block only assigned them Novice 1. http...
by raekuul
29 May 2022, 13:50
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 66799

Re: MM6 skill emphasis mod

code tags please, my non-mono font is hard to read code with I've got two sets of changes going on, one that'll be visible while playing (bringing the numbers back down for the early game) and one that won't (splitting skills/monsters/spells out into separate lua scripts, for better fine control whe...
by raekuul
29 May 2022, 01:41
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 66799

Re: MM6 skill emphasis mod

so on the topic of pulling, I figured out why I'm having more trouble than I should be. I rely heavily on the minimap, and one of the advantages of doing so is that hostiles don't appear on the minimap until they've been pulled so you know when you're safe to keep moving forward. The problem? The mi...
by raekuul
29 May 2022, 00:42
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 66799

Re: MM6 skill emphasis mod

2h weapons are still stronger, yeah, but I consider that a reasonable adjustment (though I'll poke around to see if I can bring them back to ground at novice rank). It gives Archer a weird offensive niche in the early game since they're the only offensive melee class who can't use a shield. I didn't...
by raekuul
28 May 2022, 22:38
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 66799

Re: MM6 skill emphasis mod

The biggest danger of the dragons in Dragonsand is sheer numbers, yeah. You should be able to solo a single Red Dragon around the same time you can recover the Crystal of Terrax (the only real outlier on the promotion schedule is a Knight; you're supposed to clear Corlagon's Estate and the Temple of...
by raekuul
28 May 2022, 15:40
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 66799

Re: MM6 skill emphasis mod

SkEm would be an excellent base for MM6 Randomizer and I would love to do the both together but Full SkEm punishes you for going in to areas when you're unprepared for them and Randomizer changes the order of progression entirely so as things currently stand it's a very bad idea to mix the two - in...
by raekuul
28 May 2022, 03:23
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 66799

Re: MM6 skill emphasis mod

monsterdamage: the formula of damage*(1vl/20+1.25) should be perfect. Regardless applying the formula only to main attack and spell rank (but not secondary attack) should smoothen the curve. Hopefully thats possible? That gives 100 level monster 6.25 multiplier. Are you sure people will be able to ...
by raekuul
28 May 2022, 00:50
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 66799

Re: MM6 skill emphasis mod

Conceptually it would be simpler to rewire DoP/DoG/HoP to actually simultaneously cast the spells at the amplified rate, instead of shortcutting to the results step like it currently does (it would be a bit of a time investment getting it to work but once you do you have one less spell to update dur...
by raekuul
27 May 2022, 16:52
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 66799

Re: MM6 skill emphasis mod

Side note to tnevolin: I noticed that you modified the spell resistance effect of basic elemental resistance to +3-4-5. Day of protection still grants +2-3-4, making it weaker, is that intended? Barring a convenience tax (because I would not put it past myself to make the reported change on purpose...
by raekuul
27 May 2022, 11:57
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 66799

Re: MM6 skill emphasis mod

I can work on disentangling the core of Skill Emphasis from the difficulty/balance aspect of things (there's some really neat things going on in the balance work but it'll start veering off into New Experience in order to explore it properly), I just need a quick rundown of what's core SkEm, what's ...
by raekuul
26 May 2022, 17:52
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 66799

Re: MM6 skill emphasis mod

Vanilla setting is exactly the same. Yellow = they see you and are rushing toward you. They don't care if you see them or not. I looked better into this and the reason it feels different is because in vanilla once you seed yellow you can disengage, here you are doomed. True. That one is different. ...
by raekuul
26 May 2022, 12:13
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 66799

Re: MM6 skill emphasis mod

Before we dig deeper, let me reiterate that this is not a "new experience mod". It may sound weird now but I try to avoid adding new experience whenever possible. The main driver for it is to highlight underused features, combat skills in first place. Hm, it might be worthwhile to make a ...
by raekuul
25 May 2022, 14:13
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 66799

Re: MM6 skill emphasis mod

For the elemental and self spellbooks in particular, I would say have the first four (0:3) go 100-400 to mimic vanilla, then have the next four (4:7) go 1000, 2000, 3000, 5000, then have the last three (8:10) go 10000, 25000, 50000. Dark/Light spellbooks in vanilla were 10x the cost of their lower ...
by raekuul
24 May 2022, 23:21
Forum: Might and Magic
Topic: MM6 skill emphasis mod (#74)
Replies: 297
Views: 66799

Re: MM6 skill emphasis mod

This is my base spell book values. I don't understand why first book cost 150 instead of 100. Maybe the way traders work by increasing price in their favor? We can make them start from 50, for example, if you think it'll make things easier for player. local modifiedBookValues = { [0] = 100, [1] = 2...

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