Search found 420 matches
- Yesterday, 14:58
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 274
- Views: 100667
Re: Elemental Mod for MM7 -- v4.0 open beta
I actually would love to see the gold nerf and monster adjustments as separate options, but I'm not sure how much extra work would go into disentangling the two. Probably not that much, but it would require me to either add a separate set of buttons somewhere, or use .ini files or something, and I ...
- 26 Mar 2025, 17:39
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 274
- Views: 100667
Re: Elemental Mod for MM7 -- v4.0 open beta
Yeah, at this point I'm pretty sure we've made room 3 too hard. The cup needs to be larger, for one. Try turn-based mode to prevent monsters from moving too much, it worked for me. The cup reacting to party would make sense, but it's just infeasible to implement properly without reworking the engin...
- 26 Mar 2025, 15:26
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 274
- Views: 100667
Re: Elemental Mod for MM7 -- v4.0 open beta
If you don't want to have cross-promotions (or enemy guild membership) at all, you can ally with one king and immediately refuse the other, with even some minor benefits for loyalty. Another option is to fail one of the human-elf war quests, but then you'd have to wait. On that topic, training is al...
- 25 Mar 2025, 06:29
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 274
- Views: 100667
Re: Elemental Mod for MM7 -- v4.0 open beta
Oh, that's interesting! It crashes on 2.2 compatibility code specifically, and I think what happens is the scripts in Structs/After aren't run in alphabetical order for you, which I assumed they would (DataTablesSupport.lua which defines DataTables is just before my script), but apparently this is n...
- 24 Mar 2025, 05:19
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 274
- Views: 100667
Re: Elemental Mod for MM7 -- v4.0 open beta
Okay so now I'm doing the quest that takes me to the altar of wishes (the first room still murders me pretty hard; I was finally able to get it cleared out at about level 30 but it still feels overtuned) and I think I found a bug? Still no MMExt installed in this install On a clean board, make a bl...
- 23 Mar 2025, 13:59
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 274
- Views: 100667
Re: Elemental Mod for MM7 -- v4.0 open beta
It's intentional, but with a twist. The necromancers etc. will only attack you if you ever enter the Pit while holding the stole, so you can avoid this simply by going to the surface instead. I think my intention, besides realism, was to prevent an easy respite from hostile zombies. (Giving the stol...
- 23 Mar 2025, 03:35
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 274
- Views: 100667
Re: Elemental Mod for MM7 -- v4.0 open beta
Another release (4.0.3) is here: English , Russian . This one is not so much bugfixing as trying out some new things I want feedback on. Notably, clearing the (hostile) Pit should be harder now as Dragon Breath deals fire and physical damage now (instead of fire and poison), and the formerly Dark li...
- 21 Mar 2025, 13:28
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 274
- Views: 100667
Re: Elemental Mod for MM7 -- v4.0 open beta
How's the monk performing for you? In my own playthrough, he seems to be decently strong, maybe on par with a knight, but also with healing spells. And on that topic, I just got to the genie dungeon, and apparently it glitches pretty horribly without MMExt installed. Did nobody really notice, or is ...
- 20 Mar 2025, 04:58
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 274
- Views: 100667
Re: Elemental Mod for MM7 -- v4.0 open beta
Good catch, one of these teachers is supposed to be a tracker.
- 19 Mar 2025, 13:45
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 274
- Views: 100667
Re: Elemental Mod for MM7 -- v4.0 open beta
Some pre-placed monsters have weird stats in vanilla; I largely kept that. In particular, peaceful warlocks in Nighon never had any resistances. I dunno why.
- 17 Mar 2025, 19:34
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 274
- Views: 100667
Re: Elemental Mod for MM7 -- v4.0 open beta
In mount nighon tunnel I encountered a floating eye which put my wizard asleep . When trying to use a blue (awaken) potion on her, I got the message that person is not active . I understand why inactive persons are not allowed to quaff potions, but this defeats the purpose of the awaken potion . Ma...
- 17 Mar 2025, 03:23
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 274
- Views: 100667
Re: Elemental Mod for MM7 -- v4.0 open beta
I did the DoG HP/SP thing we talked about before, and I'll probably release soon so y'all can playtest it (it's kinda hacky). Is this a bug or does the elemental mod only place the bones there when the archdruid promotion quest is started ? The bones can now only be clicked on for a skull after acce...
- 12 Mar 2025, 11:17
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 274
- Views: 100667
Re: Elemental Mod for MM7 -- v4.0 open beta
Blaster of the Wraith, now that would be overpowered. Well, they already attack with irresistible energy, so any element change would actually be a downgrade. Relatedly, I use blasters of carnage for playtesting: while they don't explode (the vanilla code only works for bows), I made it so that on ...
- 10 Mar 2025, 18:02
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
- Replies: 8611
- Views: 9434554
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Just in case, you've written it here as 424EDO, with O as in the letter, while it should be zero since it's a hex number. If it's the same in mm8.ini, it naturally won't work properly.
- 10 Mar 2025, 02:32
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 274
- Views: 100667
Re: Elemental Mod for MM7 -- v4.0 open beta
Ran into a divide by zero error when requesting "Staff of the Wraith" (meaning to request staves generally but it matched on the +0 "Staff" first, which should be an invalid target for that modifier). Thanks! It actually does match a "generic" staff which is the proble...
- 09 Mar 2025, 13:03
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 274
- Views: 100667
Re: Elemental Mod for MM7 -- v4.0 open beta
I did the mansion a bit later, with good (stolen) weapons, so wights died in 1-2 combat rounds each, usually before they could heal. It was still mildly annoying, though. Overall, my current strategy against regenerating monsters is to slow them and either reload every time they heal themselves, or ...
- 07 Mar 2025, 17:34
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 274
- Views: 100667
Re: Elemental Mod for MM7 -- v4.0 open beta
By itself , no. If the trainer said "kill this many monsters total" in the dialog then it would be fine, since the topic's subtopic does change as you progress. As it is, it doesn't give a clear picture of what the actual goal is. Do I need a hundred kills with the weapon? A thousand kill...
- 06 Mar 2025, 17:00
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 274
- Views: 100667
Re: Elemental Mod for MM7 -- v4.0 open beta
The bug with Harden Item turned out to be purely visual, artifacts are still hardened. Also, it only affects the Russian translation, and is in fact a vanilla bug -- weird how I never noticed it before! Another minor release still feels like a good idea, but maybe I'll wait until there are more chan...
- 04 Mar 2025, 21:52
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 274
- Views: 100667
- 04 Mar 2025, 20:49
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 274
- Views: 100667
Re: Elemental Mod for MM7 -- v4.0 open beta
It seems hardening artifacts (with the potion) broke at some point. This is serious enough that I'll probably make another bugfix release soonish. (Plus, another playtester made some good points about how necromancers are way too easy now, even compared to vanilla, and that's also bad.) The special ...