First of all, shout out to GrayFace for making it possible to even play this game and all the work he's put into improving it. I just finished a playthrough (SCSC) and here's some notes.
Things I think are bugs:
-In Paradise Valley, the fountain that gives +100 Power Temporarily will display "+100 Power temporary." instead of "Refreshing!" when the fountain is exhausted.
-Casting "Town Portal" takes the players turn on opening the selection book when the spell is still cancellable. In comparison, Lloyd's Beacon uses the player's turn only after a selection has been made.
-"Shared Life" does not take into account unconscious players negative hitpoints. Perhaps this is by design to avoid having the spell kill your entire party when one player is very negative and the rest are low but I think there should at least be a patch option to turn off and on for including unconscious (not dead/eradicated) players in the pool.
-The chest with the crystal skull in the "Hall of the Fire Lord" requires a key to open. If the chest is not successfully disarmed the key is used but the chest is not opened rendering the chest impossible to open afterwards.
-Similar issue with the double chest in Dragoon's Cavern; unsuccessful disarming of the chest sets off two traps in a row and the first chest is impossible to access.
-The range on Meteor Shower and Starburst is not exactly set as arrow range on the patch modification
-One horseshoe spawns underneath inn at Castle Ironfist.
Things I think can be changed and would be beneficial without changing game:
-Have the circus only take the minimum amount of inventory for a pyramid instead of the everything. Currently you can have 1000 pts in inventory and you'll lose them all for a single gold pyramid.
-Switch the X and Y coordinates for picking up inventory so new items stack left down instead of the current left up. This would fix most cases of the character saying "There's no room!"
-Change code so when right clicking with an equipable item it equips it instead of saying "ITEM can not be used that way"
-Change code so when right clicking with a broken item character attempts to fix item
Changes I'd like to see that aren't important:
-Make crystals like food bags that require perception to loot; so crystals disappear even if they are "Useless crystal" and only those with expert perception can interact with them.
-Patch option for crystals to have 100% yield.
Other things:
-I read a few places that the Scholar NPC doesn't actually provide a 5% experience boost, was this fixed/ever a real problem?
-Does becoming an expert/master in shield reduce the recovery penalty or only add to armor class? Wondering if it's better for a cleric to have weapon only.
-Map crossings can be made diagonally. I did not know this and it's a game changer.
-Can an infinite amount of genies be generated in the shadow guild? I counted well over a hundred before I stopped.
-Are the "Look Out!" wells in Free Haven and Frozen Highlands unlimited respawn and how long is the wait between spawns?
Just thought I'd write my thoughts out on this...
Things about MM6, mostly regarding GrayFace patch
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- Leprechaun
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Re: Things about MM6, mostly regarding GrayFace patch
""-Change code so when right clicking with a broken item character attempts to fix item""
The game already does this.
The game already does this.
Re: Things about MM6, mostly regarding GrayFace patch
motter25420 wrote:""-Change code so when right clicking with a broken item character attempts to fix item""
The game already does this.
Wasn't a great description, I meant like this picture shows. It would make repairing things without switching inventory possible.
Re: Things about MM6, mostly regarding GrayFace patch
Thanks, I'll check it.Graff wrote:-In Paradise Valley, the fountain that gives +100 Power Temporarily will display "+100 Power temporary." instead of "Refreshing!" when the fountain is exhausted.
It was too minor to fix.Graff wrote:-Casting "Town Portal" takes the players turn on opening the selection book when the spell is still cancellable. In comparison, Lloyd's Beacon uses the player's turn only after a selection has been made.
Do you mean making them conscious again? Definitely not a bug. "Shared Life" has a much bigger problem that renders it nearly useless - it reduces HP of players with a lot of HP if the party has almost full HP.Graff wrote:-"Shared Life" does not take into account unconscious players negative hitpoints. Perhaps this is by design to avoid having the spell kill your entire party when one player is very negative and the rest are low but I think there should at least be a patch option to turn off and on for including unconscious (not dead/eradicated) players in the pool.
Both fixed in the next version.Graff wrote:-The chest with the crystal skull in the "Hall of the Fire Lord" requires a key to open. If the chest is not successfully disarmed the key is used but the chest is not opened rendering the chest impossible to open afterwards.
-Similar issue with the double chest in Dragoon's Cavern; unsuccessful disarming of the chest sets off two traps in a row and the first chest is impossible to access.
Didn't know about that.Graff wrote:-The range on Meteor Shower and Starburst is not exactly set as arrow range on the patch modification
Sounds like a bug.Graff wrote:-Have the circus only take the minimum amount of inventory for a pyramid instead of the everything. Currently you can have 1000 pts in inventory and you'll lose them all for a single gold pyramid.
Good idea.Graff wrote:-Switch the X and Y coordinates for picking up inventory so new items stack left down instead of the current left up. This would fix most cases of the character saying "There's no room!"
Interesting thoughts.Graff wrote:-Change code so when right clicking with an equipable item it equips it instead of saying "ITEM can not be used that way"
-Change code so when right clicking with a broken item character attempts to fix item
Fixed in the next version.Graff wrote: -I read a few places that the Scholar NPC doesn't actually provide a 5% experience boost, was this fixed/ever a real problem?
Would check.Graff wrote:-Does becoming an expert/master in shield reduce the recovery penalty or only add to armor class? Wondering if it's better for a cleric to have weapon only.
Only 500. If you kill them and pick up their corpses, you can generate more.Graff wrote:-Can an infinite amount of genies be generated in the shadow guild? I counted well over a hundred before I stopped.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
Re: Things about MM6, mostly regarding GrayFace patch
Very minor I know but figured I would write it down. Thanks!GrayFace wrote:Thanks, I'll check it.Graff wrote:-In Paradise Valley, the fountain that gives +100 Power Temporarily will display "+100 Power temporary." instead of "Refreshing!" when the fountain is exhausted.
Ah, ok. Was hoping it would be just a copy paste job to make them the same. I'd always forget which players had the beacons I wanted so I'd "cast" the spell a lot just to check.GrayFace wrote:It was too minor to fix.Graff wrote:-Casting "Town Portal" takes the players turn on opening the selection book when the spell is still cancellable. In comparison, Lloyd's Beacon uses the player's turn only after a selection has been made.
I'm aware of the uselessness of the spell when dealing with high HP's of everyone. What the spell would actually be very useful for is in dealing with a knockout blow early in a battle (EX: Specter / Greater Werewolf) The way it works now is that you must cast a healing spell to get the unconscious player barely conscious (allowing for crushing blows to bring them very negative) and then another round to get Shared Life to get OK health. The recovery time for two spells rather than just one is a significant. Same deal with bringing back a dead/eradicated player; one spell to bring them back to unconscious at HP:0 and then Shared Life could take them to a stable HP right away.GrayFace wrote:Do you mean making them conscious again? Definitely not a bug. "Shared Life" has a much bigger problem that renders it nearly useless - it reduces HP of players with a lot of HP if the party has almost full HP.Graff wrote:-"Shared Life" does not take into account unconscious players negative hitpoints. Perhaps this is by design to avoid having the spell kill your entire party when one player is very negative and the rest are low but I think there should at least be a patch option to turn off and on for including unconscious (not dead/eradicated) players in the pool.
Great, thanks!GrayFace wrote:Both fixed in the next version.Graff wrote:-The chest with the crystal skull in the "Hall of the Fire Lord" requires a key to open. If the chest is not successfully disarmed the key is used but the chest is not opened rendering the chest impossible to open afterwards.
-Similar issue with the double chest in Dragoon's Cavern; unsuccessful disarming of the chest sets off two traps in a row and the first chest is impossible to access.
I've noticed I get partial showers at the edge of the boundary and there have certainly been times I've engaged in bow shooting that the spells would simply not rain down anything. Honestly, I didn't know this was something I could toggle back to the default so it's not a big deal... Maybe set the default on the patch to off though?GrayFace wrote:Didn't know about that.Graff wrote:-The range on Meteor Shower and Starburst is not exactly set as arrow range on the patch modification
Here's some screens. Would save a lot of time dumping inventory when going for prizes.GrayFace wrote:Sounds like a bug.Graff wrote:-Have the circus only take the minimum amount of inventory for a pyramid instead of the everything. Currently you can have 1000 pts in inventory and you'll lose them all for a single gold pyramid.
I'd love to see this happen, I think all the later MM's have it set like this.GrayFace wrote:Good idea.Graff wrote:-Switch the X and Y coordinates for picking up inventory so new items stack left down instead of the current left up. This would fix most cases of the character saying "There's no room!"
I figure there's a possible utility there that's not being used for anything right now, why not?GrayFace wrote:Interesting thoughts.Graff wrote:-Change code so when right clicking with an equipable item it equips it instead of saying "ITEM can not be used that way"
-Change code so when right clicking with a broken item character attempts to fix item
Great, thank you!GrayFace wrote:Fixed in the next version.Graff wrote: -I read a few places that the Scholar NPC doesn't actually provide a 5% experience boost, was this fixed/ever a real problem?
I was just wondering; I'm probably not great with the stats on my playthrough anyways.GrayFace wrote:Would check.Graff wrote:-Does becoming an expert/master in shield reduce the recovery penalty or only add to armor class? Wondering if it's better for a cleric to have weapon only.
Good to know; thank you!GrayFace wrote:Only 500. If you kill them and pick up their corpses, you can generate more.Graff wrote:-Can an infinite amount of genies be generated in the shadow guild? I counted well over a hundred before I stopped.
The only other thing not answered that I'd like to know is the horseshoe thing at ironfist. Is it under the inn?
Also big thank you for fixing the sliding body thing; I really noticed this compared to my last playthrough.
Re: Things about MM6, mostly regarding GrayFace patch
Halved on Expert, eliminated on Master.GrayFace wrote:Would check.Graff wrote:-Does becoming an expert/master in shield reduce the recovery penalty or only add to armor class? Wondering if it's better for a cleric to have weapon only.
No, there are 2 horseshoes.Graff wrote:-One horseshoe spawns underneath inn at Castle Ironfist.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
- Macros the Black
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Re: Things about MM6, mostly regarding GrayFace patch
That's surprising. Perhaps the tooltip could be changed?GrayFace wrote:Halved on Expert, eliminated on Master.GrayFace wrote:Would check.Graff wrote:-Does becoming an expert/master in shield reduce the recovery penalty or only add to armor class? Wondering if it's better for a cleric to have weapon only.
Last edited by Macros the Black on 08 May 2017, 12:17, edited 1 time in total.
You'd think Darkmoor was a ghost town, but instead there's plenty of life among the dead.
Re: Things about MM6, mostly regarding GrayFace patch
Respawn period is 1 month.Graff wrote:-Are the "Look Out!" wells in Free Haven and Frozen Highlands unlimited respawn and how long is the wait between spawns?
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
Re: Things about MM6, mostly regarding GrayFace patch
@ Grayface:
Free Haven sewers, in the large room with the random acid bursts: Once you clear the entire area of enemies, there are still red dots visible w/ Wizard Eye as well as hissing sounds similar to that of cobras near the wooden walkway. Can you remove that, please? It's annoying and I pulled my hair out for years trying to figure out how to kill them and make the hissing sounds stop. Red herring at its finest.
Superior/Supreme Temple of Baa (Whichever one had the Memory Crystal): Is it possible to make it so the AI creatures no longer fall in the lava? Adding in some sort of invisible barrier that AI cannot pass...like the one in Darkmoor. If you take the long way around, chances are a lot of the enemies will end up in the lava, including Slicker Silvertongue. If that's possible to fix, maybe you could also look into the issue of the minotaurs falling off the bridge in Thunderfist Mountain (In MM7). Say...increase the height of the sides of the bridge so the minotaurs no longer fall down?
Free Haven sewers, in the large room with the random acid bursts: Once you clear the entire area of enemies, there are still red dots visible w/ Wizard Eye as well as hissing sounds similar to that of cobras near the wooden walkway. Can you remove that, please? It's annoying and I pulled my hair out for years trying to figure out how to kill them and make the hissing sounds stop. Red herring at its finest.
Superior/Supreme Temple of Baa (Whichever one had the Memory Crystal): Is it possible to make it so the AI creatures no longer fall in the lava? Adding in some sort of invisible barrier that AI cannot pass...like the one in Darkmoor. If you take the long way around, chances are a lot of the enemies will end up in the lava, including Slicker Silvertongue. If that's possible to fix, maybe you could also look into the issue of the minotaurs falling off the bridge in Thunderfist Mountain (In MM7). Say...increase the height of the sides of the bridge so the minotaurs no longer fall down?
Last edited by Anubis on 10 May 2017, 19:09, edited 1 time in total.
Re: Things about MM6, mostly regarding GrayFace patch
Thanks for reminding! Here they are BTW: https://www.dropbox.com/s/kb41g06z590hu ... a.png?dl=0 Killable with an explosive bow or magic.Anubis wrote:Free Haven sewers, in the large room with the random acid bursts: Once you clear the entire area of enemies, there are still red dots visible w/ Wizard Eye as well as hissing sounds similar to that of cobras near the wooden walkway. Can you remove that, please? It's annoying and I pulled my hair out for years trying to figure out how to kill them and make the hissing sounds stop. Red herring at its finest.
I'll see if I can change it in the code of my patches.Anubis wrote: Superior/Supreme Temple of Baa (Whichever one had the Memory Crystal): Is it possible to make it so the AI creatures no longer fall in the lava? Adding in some sort of invisible barrier that AI cannot pass...like the one in Darkmoor. If you take the long way around, chances are a lot of the enemies will end up in the lava, including Slicker Silvertongue. If that's possible to fix, maybe you could also look into the issue of the minotaurs falling off the bridge in Thunderfist Mountain (In MM7). Say...increase the height of the sides of the bridge so the minotaurs no longer fall down?
Last edited by GrayFace on 11 May 2017, 15:46, edited 2 times in total.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
Re: Things about MM6, mostly regarding GrayFace patch
Thank you for the replies GrayFace! I really appreciate you keeping this project alive.
Re: Things about MM6, mostly regarding GrayFace patch
Actually, I've always rather liked Shared life, but then I always invoke it just after a rest or with characters fully healed, etc. It transfers hit points from those who have them in abundance to those who don't, dropping the hit points of the healthiest characters, of course. But then I cast healing spells to simply restore the hit points of the healthiest characters *before* going into a fight. Etc.Graff wrote:
I'm aware of the uselessness of the spell when dealing with high HP's of everyone. What the spell would actually be very useful for is in dealing with a knockout blow early in a battle (EX: Specter / Greater Werewolf) The way it works now is that you must cast a healing spell to get the unconscious player barely conscious (allowing for crushing blows to bring them very negative) and then another round to get Shared Life to get OK health. The recovery time for two spells rather than just one is a significant. Same deal with bringing back a dead/eradicated player; one spell to bring them back to unconscious at HP:0 and then Shared Life could take them to a stable HP right away.
Surprised to see folks thinking the spell is "useless"--I have always found it very useful...
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