[M&M7 mod] Return from Land of the Dead

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koval321
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[M&M7 mod] Return from Land of the Dead

Unread postby koval321 » 21 Mar 2016, 18:10

Version 1.18
Link: Mod Version18.rar

Its not total conversion, just standard mod which improve few things to game content

Majority of monsters have new stats (attack methods, affliction, hp, name, resistance, treasure)
Its recommended to have diversity in team (mage, cleric, knight etc. because monster immunities)
Some items have different stats, are better balanced (armors, weapons, items value etc.)
Scrolls have 10% original value, Spellbooks 200% original value
Alchemy recipes now tell exactly what potions mix. Catalysts are stronger

Changes:
43 Items
4 inventory gfx
5 menu gfx
5x3 paperdoll gfx
doll background
terra animation

5 gauntles
5 amulets
5 small shields
5 large shields
3 two hand swords
4 spell books
1x1 chainmail
3x1 plate armor
2 staff
10 rings


======================

Am choose M&M7 because its only part which am still interested to play again and I never modified it before

NAME: Return from Land of the Dead
Inspired from that scene when team die and return to game again

Here is what am plan to change:

1 MONSTERS
-Change their names, because in fact its new monsters (read below) some will be funny
-Increase HP especially boss, I don't want raise bar for all of them, its mostly for boss monsters, sometime dangerous looking monster is too weak so am balance them (read below)
-Make them more realistic, for example rat shooting fire bolts was bit weird (am change their attacks methods and afflictions) Sometime decrease stats for example less armor to beholders, because logically it should be sensitive to physical attacks and resistant to magic, ghost will be impossible to hit by physic attacks etc (read below)
-Much more Immunities, this will change entire game because you will need new tactic, diversity in team (mage, cleric and knight) before it was possible with four mages or even single character, also Id Monster skill will become more useful as result, you can defeat them only by weak spot. Its most important change in this mod because it will make it more tactic instead hack&slash. Most of monsters will have physical weakness so knights become more useful

2 ITEMS
This may be another big game changer when alter statistic for items, to have new tactic, for example two handed swords may be stronger and shields give better AC which would be bigger dilemma what to choose offense or defense, Am not used two handed often because there wasn't much difference. Also higher price for spell books and less price for scrolls, I almost never buy scrolls before

3 GRAPHIC
2D Gfx [Inventory and interface]
Am already add many gfx to M&M6 and as both are compatible I will transfer it here, and this should be relative fast, plus am plan to make some brand new
3D Gfx [Scenery and monsters]
Maybe some new scenery like trees but not much plans for that

4LOCATIONS
Am interested to try this, I didn't run mapmaker yet
Last edited by koval321 on 30 Mar 2016, 17:46, edited 11 times in total.

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Baronus
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Re: Working on M&M7 mod

Unread postby Baronus » 21 Mar 2016, 18:53

Good news. All good for you. I see your mods. Only one is downloadable. I have a lot of ideas.
Eg. replaceing Tatalia archers by recolored lizards from MMVI. But I don't know you want help?

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Re: Working on M&M7 mod

Unread postby the beavers1 » 22 Mar 2016, 22:09

I am in full support of this!
"Rot in Hell You Penny Pinching Miser!"

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Re: Working on M&M7 mod

Unread postby jeff » 22 Mar 2016, 23:23

MM7 has been modded successfully before, and it is a good engine. In an age of poor game selection any completed mod will certainly be welcome.
Mala Ipsa Nova :bugsquash:

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Re: Working on M&M7 mod

Unread postby koval321 » 23 Mar 2016, 14:37

I made tests and some monster stats changed
found working in test: rats, bats, spiders, dragonflies, goblins, vampire, necromancer, bandit, ghost

but in other only name changed and stats are the same
found not working in test: guard, griffin, dragon

I will still continue this mod, at least something will be different, currently am change items (gfx, descriptions and some stats)

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Re: Working on M&M7 mod

Unread postby Baronus » 23 Mar 2016, 16:57

Special monsters are codded in ddl, odl etc. files in hdecimal values.
You can add weapons in empty items spaces,

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Re: Working on M&M7 mod

Unread postby koval321 » 24 Mar 2016, 00:24

Am modify only these txt files, don't known much about mm7 moding yet

Decided make brand new graphics for this mod and that will take some time, have some new ideas.
Last edited by koval321 on 25 Mar 2016, 10:18, edited 1 time in total.

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Re: Working on M&M7 mod

Unread postby Baronus » 24 Mar 2016, 08:51

Looks very good. As I wrote you can use free space to new items.

1basic long sword/broadswords
5 one hand
5 2hand
6 long daggers /cuttlass
1 basic axe
5 1h
5 2h(plus halberds)
6 spear 1or2 hands (most powerfull)
1 basic mace
5 2h maces
5 1h hammers
1 basic staff
5 1h staffs
5 2h tridents
Missiles:
1 basic crossbow
5 crosbws (weak)
5 short daggers
5 small maces
5 small axes
5 spears
5 bows (most powerfull for archers only)
You can create 6 another shooters! Eg. knight is most powerfull in plate so he has weak missile eg. short dagger. But archer has only staff but most powerful bows.

1 basic shield
5 small sh for magicians
5 middle sh for archers
5 big sh for melee fighters

And edit randomitems
Basic weapons in 1 chests and 2-6 weapons in 2-6 chests. Its easy.

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Re: Working on M&M7 mod

Unread postby koval321 » 25 Mar 2016, 21:13

Is possible to add more armors?
Last edited by koval321 on 26 Mar 2016, 21:24, edited 2 times in total.

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Re: Working on M&M7 mod

Unread postby Baronus » 26 Mar 2016, 07:02

You can add in tables only icons. If icon is equipment you see it on hero. But if not it works but no look :o(((
Armors, helmets, capes, belts etc. has icon and another equipment graphic. To add eq. you must probably edit exe file. You can add armor points to belts, hats, crowns.
All weapons, wands, rings, shields etc. you can can ad in empty row items and randomitems. Rnditems give it in shops and treasures.

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Re: [M&M7 mod] Return from Land of the Dead

Unread postby koval321 » 28 Mar 2016, 21:42

Am reach my initial goals for this mod (and even go bit beyond it) Its mostly about stats of monsters and items, plus few gfx changes
I can already give link for download. Next bigger mod would be mostly about new graphic and experiments with mapmaker.

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Re: [M&M7 mod] Return from Land of the Dead

Unread postby Baronus » 29 Mar 2016, 06:05

Thanks. Just downloading. You can restore old screenshots because there is no screens in theme...

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Re: [M&M7 mod] Return from Land of the Dead

Unread postby koval321 » 07 Apr 2016, 10:02

I definitely make boss monsters challenging, you can kill all of these A and B easy but class C can wipe out all team, but its doable just remember to have cleric, mage knight in party. Currently am play entire game again, and it will take time until back to modding. New versions would include mapper.

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Re: [M&M7 mod] Return from Land of the Dead

Unread postby Baronus » 07 Apr 2016, 19:53

Tell me how do you create pallete to new item? You using old items to create new or you build new? How to do it?

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Re: [M&M7 mod] Return from Land of the Dead

Unread postby koval321 » 14 Apr 2016, 16:22

First am extract file and save bmp to png in paint and modify picture in this format then use PhotoFiltre7 (freeware program) to save it as bmp where am override original file instead make new, and it works.

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Re: [M&M7 mod] Return from Land of the Dead

Unread postby Baronus » 14 Apr 2016, 17:56

How you add transparency color? Its the most important.
Here MMXChildern of the void modification tutorial. Very nice:-)
http://web.archive.org/web/201308060605 ... orials.htm

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koval321
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Re: [M&M7 mod] Return from Land of the Dead

Unread postby koval321 » 18 Apr 2016, 20:16

I just keep original background color, this pink or blue, game turn it transparent

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Re: [M&M7 mod] Return from Land of the Dead

Unread postby Baronus » 19 Apr 2016, 13:04

Thanks. I found in Gimp in panel. 256 color index and then in "colors" you can arrange transparency color moving to 0 postion one of them...

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Re: [M&M7 mod] Return from Land of the Dead

Unread postby IRS-7 » 24 Jul 2018, 15:23

The link does not work :(


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