![]() Clerics used to not be able to cure their party fully, yet full resting was achieved with food and 8-hours sleep. Druids and Rangers have a 36-spell spellbook now.Hirelings cost much less now, making it actually financially viable to carry a full 8 character party.Each class has an initial skill, and every race has an initial skill.Characters generally have higher HP/MP, but attack less often per round.A couple of other classes are renamed, but otherwise are unchanged. Archers are now Samurai and class capabilities are re-cast.No more vague "Very Low" or "Astonishing" monikers. You will be able to see the statistic's bonus easily when you click on stats in the status screen.You won't notice much difference until you reach 50 in your stats. Statistics are much more important to the power of a character now. ![]() Bonus Easter Egg: The developers left an entire map in the game resources, which they took out at release.You now get 1000 Experience points and 1000 Gold for every Sacred Silver Skull you bring back to Kranion.If you refused, you never got another chance to buy them. In A2, there's a hut where you can buy items. ![]() The Arena spawns more randomly picked minor monsters when you choose to fight.Robert the Burgler resides in Wildabar, he'll teach you Skulduggery if you lack a natural brigand in your party makeup.Fountain Head's fountains also have interesting effects. Some interesting fountains have been added to the town of Baywatch.Monster resistance now affects damage as it should. The Damage Resistance 16-bit overflow bug has been fixed.The Tomb of Terror does not respawn, due to the requirements of defeating all monsters to advance.Additionally, most maps respawn when you leave them.Almost all maps have a random chance to respawn all non-unique monsters automatically when the party walks over certain squares.Many outdoor maps have different monster types added, to make exploration more interesting.Version 1.0 Changes Scenario-wide changes Secondarily, I have attempted to improve the gameplay of Isles by balancing the weaponry/spells/monsters, while adding a few features along the way. It introduces some hardcore elements of Might and Magic 2 to Isles of Terra. This modification is for Might and Magic combat lovers. Isles of Terra Monster Spawn Mod- Log of Modifications Purposes and Aims If this wasn't enough, if you sign up as result of clicking this link, you can help keep this website online. They have a tremendous deal which allows you to purchase the first 6 games in the Might and Magic series for ten bucks. If you do not own a copy, or if it has been lost for God knows how long (and where), you may purchase a copy of this game legally, and Digital Rights Management free, at GOG.com. Obviously, you will need a copy of Might and Magic 3 Isles of Terra to play this mod. Included with the mod is a copy of the mod's monster data and my MM3 Monster Editor, with which you can view the vital stats of all monsters in the game. Of course, there always are the possibility of lingering bugs/hidden features, and I apologize in advance for any that may still be lurking. ![]() All showstopping bugs in scripting should be squashed.
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