Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]

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bootluca
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Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders

Unread postby bootluca » 24 Jul 2023, 05:25

Hi,
I'm sorry if this has already been discussed.
I installed the gog version of the game
then the MM6Patch v2.5.7
then Might and Magic Extension
then MAW 1.2.0
then MAW-Monster-Arts-and-Wonders-main
The game seems to work but every time I perform an action like press A to attack or right click on a monter, the MMextension debug consolle window open, I close it but then it reopens. What could it be? is there a way to disable it?
Thanks in advance
Luca

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Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders

Unread postby Eksekk » 24 Jul 2023, 09:39

bootluca wrote: 24 Jul 2023, 05:25 Hi,
I'm sorry if this has already been discussed.
I installed the gog version of the game
then the MM6Patch v2.5.7
then Might and Magic Extension
then MAW 1.2.0
then MAW-Monster-Arts-and-Wonders-main
The game seems to work but every time I perform an action like press A to attack or right click on a monter, the MMextension debug consolle window open, I close it but then it reopens. What could it be? is there a way to disable it?
Thanks in advance
Luca
What text does show up in the console?
Unfinished mod by me: MM7 Rev4 mod, MMMerge version.

bootluca
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Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders

Unread postby bootluca » 24 Jul 2023, 21:43

Eksekk wrote: 24 Jul 2023, 09:39 What text does show up in the console?
When I press A to attack, this appears:

D:\GoG\Might and Magic 6 MAW\Scripts\General\skill-mod.lua:779: attempt to perform arithmetic on a nil value

stack traceback:
D:\GoG\Might and Magic 6 MAW\Scripts\General\skill-mod.lua: in function 'getWeaponRecoveryCorrection'
D:\GoG\Might and Magic 6 MAW\Scripts\General\skill-mod.lua:968: in function 'v'
D:\GoG\Might and Magic 6 MAW\Scripts/Core/EventsList.lua:101: in function <D:\GoG\Might and Magic 6 MAW\Scripts/Core/EventsList.lua:96>

arguments of 'getWeaponRecoveryCorrection':
(*temporary) = (table: 0x0e3f34a0)
(*temporary) = nil
(*temporary) = (table: 0x03a23338)

local variables of 'getWeaponRecoveryCorrection':
(*temporary) = 0
(*temporary) = 10
(*temporary) = 10
(*temporary) = nil
(*temporary) = 0
(*temporary) = (table: 0x0d04e438)
(*temporary) = "Profession"
(*temporary) = nil
(*temporary) = "attempt to perform arithmetic on a nil value"

upvalues of 'getWeaponRecoveryCorrection':
oldWeaponBaseRecoveryBonuses = (table: 0x03a0ec90)
newWeaponBaseRecoveryBonuses = (table: 0x03a0ed80)
oldWeaponSkillRecoveryBonuses = (table: 0x03a0f550)
newWeaponSkillRecoveryBonuses = (table: 0x03a0f8c0)
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
> aaaaaaaaaaaaaaaaaaaaaaaaaaaaa

bootluca
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Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders

Unread postby bootluca » 24 Jul 2023, 21:46

instead, when I right click on a monster this appears:

D:\GoG\Might and Magic 6 MAW\Scripts\General\skill-mod.lua:779: attempt to perform arithmetic on a nil value

stack traceback:
D:\GoG\Might and Magic 6 MAW\Scripts\General\skill-mod.lua: in function 'getWeaponRecoveryCorrection'
D:\GoG\Might and Magic 6 MAW\Scripts\General\skill-mod.lua:968: in function 'v'
D:\GoG\Might and Magic 6 MAW\Scripts/Core/EventsList.lua:101: in function <D:\GoG\Might and Magic 6 MAW\Scripts/Core/EventsList.lua:96>

arguments of 'getWeaponRecoveryCorrection':
(*temporary) = (table: 0x0e3f34a0)
(*temporary) = nil
(*temporary) = (table: 0x03a23338)

local variables of 'getWeaponRecoveryCorrection':
(*temporary) = 0
(*temporary) = 10
(*temporary) = 10
(*temporary) = nil
(*temporary) = 0
(*temporary) = (table: 0x0d04e438)
(*temporary) = "Profession"
(*temporary) = nil
(*temporary) = "attempt to perform arithmetic on a nil value"

upvalues of 'getWeaponRecoveryCorrection':
oldWeaponBaseRecoveryBonuses = (table: 0x03a0ec90)
newWeaponBaseRecoveryBonuses = (table: 0x03a0ed80)
oldWeaponSkillRecoveryBonuses = (table: 0x03a0f550)
newWeaponSkillRecoveryBonuses = (table: 0x03a0f8c0)
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
D:\GoG\Might and Magic 6 MAW\Scripts\General\skill-mod.lua:1085: attempt to perform arithmetic on a nil value

stack traceback:
D:\GoG\Might and Magic 6 MAW\Scripts\General\skill-mod.lua: in function 'v'
D:\GoG\Might and Magic 6 MAW\Scripts/Core/EventsList.lua:101: in function <D:\GoG\Might and Magic 6 MAW\Scripts/Core/EventsList.lua:96>

arguments of 'v':
(*temporary) = (table: 0x0e38b7b0)

local variables of 'v':
(*temporary) = (table: 0x0e38ba38)
(*temporary) = (table: 0x0e38bb28)
(*temporary) = nil
(*temporary) = 0
(*temporary) = 0
(*temporary) = 46
(*temporary) = 1
(*temporary) = 1
(*temporary) = 10
(*temporary) = 7.9309850118455e-292
(*temporary) = 1.740294321532e-312
(*temporary) = 24
(*temporary) = "attempt to perform arithmetic on a nil value"

upvalues of 'v':
getPlayerEquipmentData = (function: 0x03ef50b8)
oldWeaponSkillAttackBonuses = (table: 0x03a0ee70)
newWeaponSkillAttackBonuses = (table: 0x03a0f1e0)
classRangedWeaponSkillAttackBonusMultiplier = (table: 0x03916b90)
newWeaponSkillDamageBonuses = (table: 0x03ef1a28)
classRangedWeaponSkillDamageBonus = (table: 0x03916cb0)
blastersUseClassMultipliers = true
classMeleeWeaponSkillDamageBonus = (table: 0x039169e0)
twoHandedWeaponDamageBonusByMastery = (table: 0x03916540)
getDistanceToMonster = (function: 0x03e33088)
meleeRangeDistance = 307.2
daggerCrowdDamageMultiplier = 0
newWeaponSkillACBonuses = (table: 0x03edf628)
newArmorSkillACBonuses = (table: 0x03edfd08)
shieldDoubleSkillEffectForKnights = true
knightClasses = (table: 0x03a0ead0)
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
>



Thx!!

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Malekitsu
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Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders

Unread postby Malekitsu » 27 Jul 2023, 01:19

bootluca wrote: 24 Jul 2023, 05:25 Hi,
I'm sorry if this has already been discussed.
I installed the gog version of the game
then the MM6Patch v2.5.7
then Might and Magic Extension
then MAW 1.2.0
then MAW-Monster-Arts-and-Wonders-main
The game seems to work but every time I perform an action like press A to attack or right click on a monter, the MMextension debug consolle window open, I close it but then it reopens. What could it be? is there a way to disable it?
Thanks in advance
Luca


Hey! Have you downloaded the latest version?
version 1.2 is very old and has a lot of bugs.
Donwload link down here for basic MAW:
https://github.com/Malekitsu/MM6-MAW-Mo ... s/main.zip
down here for the extra features version (Nightmare):
https://github.com/Malekitsu/MM6-Nightm ... tag/v2.1.8

If you still have problems let me know

bootluca
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Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders

Unread postby bootluca » 27 Jul 2023, 15:58

Thank you but...
nothing to do, unfortunately it doesn't work!
I updated the folders with the extra features, but the game doesn't start, then I uninstalled everything and reinstalled from zero, updated with the extra features but the problem persists, the game doesn't start and the MMextension windows appears which says:

D:\GoG\Might and Magic 6 MAW\Scripts/Core/RSMem.lua:1621: in function 'mem_hook'
D:\GoG\Might and Magic 6 MAW\Scripts/Core/RSMem.lua:2222: in function 'hookcall'
...and Magic 6 MAW\Scripts\General\skem-monster-infobox.lua:285: in function 'dofile'
D:\GoG\Might and Magic 6 MAW\Scripts\Core\main.lua:567: in function 'RunFiles'
D:\GoG\Might and Magic 6 MAW\Scripts\Core\main.lua:629: in main chunk

arguments of 'hookcall':
p = 4313485
nreg = 2
nstack = 5
f = (function: 0x037aad38)

local variables of 'hookcall':
code = 1610628768
def = (function: 0x039f64b0)

upvalues of 'hookcall':
assert = (function: builtin#2)
u1 = (table: 0x0307cc78)
OpCALL = 232
i4 = (table: 0x0307ca28)
call = (function: 0x02a701a0)
mem_hook = (function: 0x032054e0)
--------------------------------------------------------------------------------
>

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Malekitsu
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Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders

Unread postby Malekitsu » 28 Jul 2023, 01:28

looks like you kept the older files when you put the extra features one.
Try putting that one without the base one.
BTW thanks for report, will check what's going wrong with base one

bootluca
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Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders

Unread postby bootluca » 28 Jul 2023, 02:46

ok thanks, I have no problem if I start a new game, but if I load an old save

D:\GoG\Might and Magic 6 MAW\Scripts\General\skill-mod.lua:949: attempt to perform arithmetic on a nil value

stack traceback:
D:\GoG\Might and Magic 6 MAW\Scripts\General\skill-mod.lua: in function 'getWeaponRecoveryCorrection'
D:\GoG\Might and Magic 6 MAW\Scripts\General\skill-mod.lua:1137: in function 'v'
D:\GoG\Might and Magic 6 MAW\Scripts/Core/EventsList.lua:101: in function <D:\GoG\Might and Magic 6 MAW\Scripts/Core/EventsList.lua:96>

arguments of 'getWeaponRecoveryCorrection':
(*temporary) = (table: 0x0d18de68)
(*temporary) = nil
(*temporary) = (table: 0x035d7af0)

local variables of 'getWeaponRecoveryCorrection':
(*temporary) = 0
(*temporary) = 10
(*temporary) = 10
(*temporary) = nil
(*temporary) = 0
(*temporary) = (table: 0x0bf7ccd0)
(*temporary) = "Profession"
(*temporary) = nil
(*temporary) = "attempt to perform arithmetic on a nil value"

upvalues of 'getWeaponRecoveryCorrection':
oldWeaponBaseRecoveryBonuses = (table: 0x038287e8)
newWeaponBaseRecoveryBonuses = (table: 0x03962f70)
oldWeaponSkillRecoveryBonuses = (table: 0x0384a408)
newWeaponSkillRecoveryBonuses = (table: 0x03e473a8)
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
> aaaaaaaaaaaaaaaaaaaaaaaaaa

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Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders

Unread postby Tomsod » 29 Jul 2023, 17:34

I saw at reddit that you're planning to add auto-alchemy to MAW, so if you're interested, I've actually done something similar for my mod two years ago -- Ctrl-clicking on a potion would attempt to duplicate it from reagents and other potions in the backpack. Might be you won't need to reinvent the wheel, although my code is C and not Lua.

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Malekitsu
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Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]

Unread postby Malekitsu » 29 Jul 2023, 23:05

That would be great, will spare a lot of work probably!
Discord link here: https://discord.gg/TnfRcrzb

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Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]

Unread postby Tomsod » 30 Jul 2023, 00:13

Eh, I prefer this forum. Here's the relevant part of the source code.

First I organize potion mixing data by result -- the code filters out "degenerate" recipes w/o autonotes (e.g. red-orange + red = red), although vanilla MM6 doesn't seem to have those. The autonote number is still useful if you want to forbid brewing "unknown" potions -- I think it's hardcoded in MM6, while the mix result table is in useitems.txt. My code hooks into the vanilla parsing code, but you could parse the table yourselves or just loop over the parsed data.

The recursive_brew() function is next, it's first called for the resulting potion ID and then will recursively call itself for both required potions, stopping at an already existing potion (preferable) or a raw reagent. For MM6 it's doesn't have to be as complex, since every potion only has a single recipe, so there's no need for an array of variants to compare. The unused_items bitfield marks the potentially available reagents and potions in the backpack, except empty bottles, and is passed (modified) from input to the first recursive call to the second to the return. The bottles are better tracked as a number, since every mixture also produces one bottle. (It's actually more complicated than "subtract produced bottles from used" -- e.g. you need two bottles to brew an orange potion from herbs, but one of the bottles will be left empty. The code also addresses this.)

Finally, brew_if_possible() is hooked into the click-inside-backpack code and performs actual changes. First the alchemy skill is checked, then unused_items is initialized, recursive_brew() called, the following code chooses the best possible variant -- but this is unnecessary for MM6 for the lack of alternative recipes, -- and then the used up items, including bottles, are deleted, and the result is spawned in cursor.

Again, a lot of MM7-specific stuff here, but the general idea is transferrable. Ask me to elaborate if necessary!

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Malekitsu
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Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]

Unread postby Malekitsu » 30 Jul 2023, 10:01

Thanks!
Hopefully we will be able to adapt the code ;)

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Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]

Unread postby Malekitsu » 30 Jul 2023, 10:08

In order to have a more facilitate communication with player and build a community we created a discord server, invite link down below:
https://discord.gg/wnzZyg7bGS

Patch 2.1.9 Changelog
Added True Nightmare Mode
  • Damage Done decreased by 30%
  • Damage Taken increased by 30%
  • Healing done reduced by 30%
  • Leech effects reduced by 50%
  • Finger of Death chance halved
  • Can't Save, use Town Portal nor Lloyd Beacon when enemies in the nearbies (yellow dot)
  • Enchantment Strength increased by 20%
  • Chance for Ancient and Primordial items doubled
  • True Nightmare can't be disabled nor enabled midway, to play it you have to start a new game.
In addition to that, for both Nightmare and Real Nightmare:
  • Experience slighty reduced (more noticeably early-mid game)

bootluca
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Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders

Unread postby bootluca » 04 Aug 2023, 02:26

Malekitsu wrote: 28 Jul 2023, 01:28 looks like you kept the older files when you put the extra features one.
Try putting that one without the base one.
BTW thanks for report, will check what's going wrong with base one
If you're interested, I think I figured out what the problem was.
As I kept my old save and continued playing it, when I updated the game with the new MAW's patch, some ranged weapons became incompatible even though they remained equipped.
Or rather, these ranged weapons, like throwing knives or staves, turned into bows with the update and remained equipped even if that character didn't have the bow skill. Too bad for the choice to remove these new types of ranged weapons.
Another problem was that some items dropped out of inventory, but it was enough to reposition them
Best
Luca

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Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders

Unread postby Malekitsu » 17 Aug 2023, 16:07

bootluca wrote: 04 Aug 2023, 02:26 If you're interested, I think I figured out what the problem was.
As I kept my old save and continued playing it, when I updated the game with the new MAW's patch, some ranged weapons became incompatible even though they remained equipped.
Or rather, these ranged weapons, like throwing knives or staves, turned into bows with the update and remained equipped even if that character didn't have the bow skill. Too bad for the choice to remove these new types of ranged weapons.
Another problem was that some items dropped out of inventory, but it was enough to reposition them
Best
Luca
sorry I thought I replyed already!
No need btw ;)

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Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]

Unread postby Malekitsu » 17 Aug 2023, 16:10

Hi everyone!
Here a small update:
The team is mostly working into MAW for MMMerge and multiplayer.
An alpha is available on the discord, but I'll release properly once we have few more features, hopefully before the end of August.
Meanwhile I recommend you to try the REAL Nightmare challenge ;)

Have fun!

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Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]

Unread postby tinywhitecat » 20 Aug 2023, 15:41

I completed True Nightmare with Shaman/Seraphim/Ashikari/Knight - I noticed the following bugs on my way here (commit c6b2275, releases are for nerds):
- My Ashikiri never got the Mastery skill like everyone else
- Clicking on some of the walls in zddb10 causes an error - specifically the ones that damage the party throw reading 'if data.Monster~=nil' since data is null. Line 488 in zddb10.lua
- I think this is a vanilla bug, but re-entering the Shadow guild resets the floor puzzle and duplicates the Genie that spawns after you finish it.
- The shared skill between Blaster and Bow doesn't update when you learn Blaster, you have to put a point into bow to update it.
- UPD - true nightmare ancient/primordial spawn chance was never implemented in newgame+, was true nightmare at all?
- UPD - In newgame+ the promoters all gave me the second promotion quest first - I haven't tried doing them

Regarding balance:
- Blasters are terrible - common issue with mm6 mods
- The Tomb of Varn titan room is obviously way harder than the rest of the dungeon, honestly I would have preferred the rest of the dungeon be much harder as well.
- The Control Center and the Hive are untouched for most of the dungeon, making them really easy except for the ending.
- At very high levels (100+), I'm not sure that spells other than Mass Distortion and Sun Ray can even compete with bows, the bow skill is just so strong.
- The Butcher is WAY harder than the rest of the Tomb of Ethric the Mad, like not even comparable.
- Homing trap projectiles. The always-on traps in the Free Haven sewer, Tomb of Ethric, etc. all home on the player. There's no way to deal with them other than just run and heal, which is pretty dumb.
- The Lich Lord in Alamos is problematic in it's difficulty jump - the dungeon is massive and not very hard, so it's very likely you walk in there and get unexpectedly annihilated, which is a problem on True Nightmare where you won't have saved in a long while. I think it could do with a warning before you enter the treasury.
- The Silver Helm Tower is way harder than the Silver Helm Stronghold, and there's very little reward.
- All of the offhand weapon skills suck
- UPD - The second and third celestial arena trials are effectively impossible, probably not made with True Nightmare in mind. From using MMExtension, the second and third celestial trials have effectively no reward so I'm glad I gave up on them.

Very good mod, very hard, definitely not doing this with smaller parties!

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Malekitsu
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Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]

Unread postby Malekitsu » 25 Aug 2023, 14:41

tinywhitecat wrote: 20 Aug 2023, 15:41 I completed True Nightmare with Shaman/Seraphim/Ashikari/Knight - I noticed the following bugs on my way here (commit c6b2275, releases are for nerds):

Very good mod, very hard, definitely not doing this with smaller parties!
Hi!
Happy you enjoyed the mod and thanks for taking some time to give your advice ;)
- My Ashikiri never got the Mastery skill like everyone else
- Clicking on some of the walls in zddb10 causes an error - specifically the ones that damage the party throw reading 'if data.Monster~=nil' since data is null. Line 488 in zddb10.lua
- I think this is a vanilla bug, but re-entering the Shadow guild resets the floor puzzle and duplicates the Genie that spawns after you finish it.
- The shared skill between Blaster and Bow doesn't update when you learn Blaster, you have to put a point into bow to update it.
- UPD - true nightmare ancient/primordial spawn chance was never implemented in newgame+, was true nightmare at all?
- UPD - In newgame+ the promoters all gave me the second promotion quest first - I haven't tried doing them
- fixed
- fixed
- vanilla bug, don't have a fix for that
- yes, I guess maybe we can fix that
- primordial are obtained only late game in NG+ just like in a normal run
- it's intended, you will get another promotion eventually with another storyline quest.
Regarding balance:
- Blasters are terrible - common issue with mm6 mods
- The Tomb of Varn titan room is obviously way harder than the rest of the dungeon, honestly I would have preferred the rest of the dungeon be much harder as well.
- The Control Center and the Hive are untouched for most of the dungeon, making them really easy except for the ending.
- At very high levels (100+), I'm not sure that spells other than Mass Distortion and Sun Ray can even compete with bows, the bow skill is just so strong.
- true, it is possible to balance them aswell but overall they felt like a "cheat" weapon, so we kinda pushed players not using them (as they are not event mandatory for the reactor)
- I guess so, my concern is that with the dungeon being too big players would just bored
- control center was already hard enough and hosts the final quest, hive has an harder end fight not sure what else to put in there.
- I'm pretty sure that with of dark ring, morgraine and a magic hat spells outperform bow, specially on non knight/archer
- The Butcher is WAY harder than the rest of the Tomb of Ethric the Mad, like not even comparable.
- Homing trap projectiles. The always-on traps in the Free Haven sewer, Tomb of Ethric, etc. all home on the player. There's no way to deal with them other than just run and heal, which is pretty dumb.
- The Lich Lord in Alamos is problematic in it's difficulty jump - the dungeon is massive and not very hard, so it's very likely you walk in there and get unexpectedly annihilated, which is a problem on True Nightmare where you won't have saved in a long while. I think it could do with a warning before you enter the treasury.
- The Silver Helm Tower is way harder than the Silver Helm Stronghold, and there's very little reward.
- All of the offhand weapon skills suck
- UPD - The second and third celestial arena trials are effectively impossible, probably not made with True Nightmare in mind. From using MMExtension, the second and third celestial trials have effectively no reward so I'm glad I gave up on them.
- intended
- will try to fix, as it's not that simple differentiate which projectiles are supposed to hit players and which aren't
- thanks, will add something to warn players
- did you open the secret chest?
- offhand weapons are very strong, specially if you have a knight that gets +2 damage per skill point, or a rogue with double daggers, you can check the graphs in the README (we balanced mathematically). You can also check theoretical DPS next to attack in stats menu (green number):
Calculates damage, speed, strength damage bonus%, crit% and crit damage. Will not calculate special abilities like seraphim/rogue extra damage
- 2nd and 3rd trial are supposed to be for NG+ and overleveled party, reward should be primordials, will check again tho.

There are a lot of things to improve overall and development is now split between Merge MAW (and online) and MM6 MAW fixes (and hell mode), so fixes will not be immediate

Gray Magic Expert
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Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]

Unread postby Gray Magic Expert » 22 Sep 2023, 04:47

I set up version 2.2 over might and magic extension 257.
The game still crashes when I use slow spell...

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Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]

Unread postby Malekitsu » 05 Oct 2023, 19:14

Gray Magic Expert wrote: 22 Sep 2023, 04:47 I set up version 2.2 over might and magic extension 257.
The game still crashes when I use slow spell...
Sorry I wasn't able to replicate the issue, and most of all I'm super busy coding Merge MAW.
While there are some thing I still want to do with MM6 MAW, like Hell mode, item sets and alchemy rework, as some of them don't depend solely on me I had to halt a bit and focus on Merge.


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