Search found 305 matches

by Tomsod
09 May 2024, 08:48
Forum: Might and Magic
Topic: MM7Rev4mod A Radical Redone
Replies: 9
Views: 740

Re: MM7Rev4mod A Radical Redone

3) Archwizard promotion quest--get book of UnMaking--Thomas Grey doesn't give any hint where to go. Quest text says it's a tunnel to the Strange World, and that consulted w/ Torrent. Glanced around, no teleport item in party bags, Torrent doesn't warp me there, and when click Thomas Grey only optio...
by Tomsod
08 May 2024, 06:55
Forum: Might and Magic
Topic: MM7 skill emphasis mod (#1)
Replies: 15
Views: 766

Re: MM7 skill emphasis mod (#1)

What is scimitar? Never saw it in game. I'm guessing it's cutlass? In MM8 there's Goblin Scimitar with cutlass dice, and speaking as an ESL, all these terms might be confusing (for a long time I was adamant they're "sabers" and even based some artifact fluff on it before double-checking t...
by Tomsod
28 Apr 2024, 07:48
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8315
Views: 8550077

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Oh, well that's Berserk, it is strong. One of my favorite spells actually! I'd thought you made something of the other Mind spells, since they're not as great IMO. I don't think there's a need to ban Charm, for instance, as it's not terribly game-breaking.
by Tomsod
27 Apr 2024, 18:26
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8315
Views: 8550077

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

2. Prohibit/Edit imbalanced spells: I banned «Enslaved», «Berserk», «Charm», «Mass fear» and «Paralyse». Same with "Day of Gods" and "Hour of power" (stats sky-rocket in Merge due to potions, barrels, altars etc.), but I think they could just cost a lot more. "Slow" an...
by Tomsod
25 Apr 2024, 11:26
Forum: Might and Magic
Topic: MM7 skill emphasis mod (#1)
Replies: 15
Views: 766

Re: MM7 skill emphasis mod (#1)

The first one requires GM 40 in Perception and Disarm Traps (on the same PC), so it's literally impossible to pass. Both of them only disable some trap damage, anyway.
by Tomsod
24 Apr 2024, 12:09
Forum: Might and Magic
Topic: MM7 skill emphasis mod (#1)
Replies: 15
Views: 766

Re: MM7 skill emphasis mod (#1)

Four Paladins can raise their perception to 10 each to combine to 40. Other option is to edit max perception required in game. Which map requires 40? No, no, I was talking about vanilla and my mod, it's okay in yours precisely because of the combination feature. The required perception per map is t...
by Tomsod
24 Apr 2024, 08:23
Forum: Might and Magic
Topic: MM7 skill emphasis mod (#1)
Replies: 15
Views: 766

Re: MM7 skill emphasis mod (#1)

Ah, you mean this. There are plenty ways for people to hurt themselves. Yet one of my design guidelines is to avoid making such challenge parties impossible or unreasonably difficult (beyond what one can expect from playing four Knights, for example), so I care! I think the WIP version of my mod is...
by Tomsod
23 Apr 2024, 23:16
Forum: Might and Magic
Topic: MM7 skill emphasis mod (#1)
Replies: 15
Views: 766

Re: MM7 skill emphasis mod (#1)

Did not understand about blocking progress. You can pump perception as high as you need to open these doors and return back. As an extreme example, a party of 4 Paladins would be restricted to Novice Perception, and some areas require 40 skill IIRC. Even with Psychic and Scout hirelings that's a ta...
by Tomsod
23 Apr 2024, 18:09
Forum: Might and Magic
Topic: MM7 skill emphasis mod (#1)
Replies: 15
Views: 766

Re: MM7 skill emphasis mod (#1)

From just browsing the readme: the Perception change is pretty clever! In my mod it just improves corpse looting for now, but I wanted to have more dungeon stuff that depends on this skill, so I might steal your idea. Although, did you encounter any secret doors which would completely block progress...
by Tomsod
13 Apr 2024, 04:02
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8315
Views: 8550077

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

GothiCa wrote: 12 Apr 2024, 14:07 Friends, please tell me, has the bug with horseshoe clones when moving to a region been fixed? Thanks in advance!
I believe MMPatch v2.5.6 has finally fixed it. The fix can be toggled off (see patch changelog) if that's what you're wondering about.
by Tomsod
28 Mar 2024, 14:35
Forum: Might and Magic
Topic: Elemental Mod for MM7 -- v3.1 holiday release!
Replies: 135
Views: 73894

Re: Elemental Mod for MM7 -- v3.1 holiday release!

IIRC GrayFace mentioned somewhere that you can get full speed on strafe if using in combination with some other key. Maybe not in MM7. None of the modifier keys work for this, and looking at the code there's nothing that suggests variable strafe speed, apart from a single (presumably) debug float t...
by Tomsod
25 Mar 2024, 18:55
Forum: Might and Magic
Topic: Chaos Conspiracy Redone Enhanced
Replies: 23
Views: 24470

Re: Chaos Conspiracy Redone Enhanced

In vanilla MM6, unlike MM7-8, many locations indeed have several possible music tracks. E.g. New Sorpigal/Suttervile has three.
by Tomsod
23 Mar 2024, 15:59
Forum: Might and Magic
Topic: Thinking of MM8 AND MM Merge challenge
Replies: 13
Views: 927

Re: Thinking of MM8 AND MM Merge challenge

I think you can be a Minotaur Paladin in some versions of Merge?
by Tomsod
21 Mar 2024, 12:36
Forum: Might and Magic
Topic: Elemental Mod for MM7 -- v3.1 holiday release!
Replies: 135
Views: 73894

Re: Elemental Mod for MM7 -- v3.1 holiday release!

Fun MM7 fact I just discovered: apparently you can use [] keys to strafe. You can't remap these ingame, only through regedit (resp. KEY_STEPLEFT and KEY_STEPRIGHT) or MMExt. I think NWC just gave up on them when they didn't fit into the two key config pages. (I stumbled upon this while adding the sa...
by Tomsod
21 Mar 2024, 07:31
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8315
Views: 8550077

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

justl wrote: 20 Mar 2024, 17:00 look into my signature, there are most things explained
I actually though it was in German, the first time I saw that link. You can't confirm otherwise until you download, which takes like 15 minutes. So I'd advise explicitly mentioning it's English, somewhere.
by Tomsod
16 Mar 2024, 02:32
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8315
Views: 8550077

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

out-of-game, there's a code snippet you can put into the Shift+F1 debug console to give yourself GM 10 identify item (which identifies everything) but I don't know it off the top of my head. This should work (with recent enough MMExt): Party:GetCurrentPlayer().Skills[const.Skills.IdentifyItem] = Jo...
by Tomsod
13 Mar 2024, 22:11
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge redone
Replies: 160
Views: 2145059

Re: Might and Magic 6, 7, 8 merge redone

Oh damn, I meant "elseif", not "else if". As to why it doesn't work anyway, it's just an example for vanilla MM8, I don't have a Merge install but I'm guessing NameId's there might be different? About the map editor: naturally, you also need to add the changed map to the .lod arc...
by Tomsod
13 Mar 2024, 18:07
Forum: Might and Magic
Topic: Maestro's Augmentation mod for MM7 - continues! v0.2a is here
Replies: 103
Views: 71119

Re: Maestro's Augmentation mod for MM7 - continues! v0.2a is here

Try running mm7setup.exe to make sure it's set to hardware 3D? Widescreen won't work with software video, and the textures are probably linked to it, too.
by Tomsod
13 Mar 2024, 18:03
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge redone
Replies: 160
Views: 2145059

Re: Might and Magic 6, 7, 8 merge redone

Must it be a script? That's what the map editor is for. But you imagine you could try something like this: for _, m in Map.Monsters do if m.NameId == 4 then -- Admiral Nelson m.FullHP = 1000 else if m.NameId == 5 then -- Captain Zyrain m.FullHP = 2000 else if m.NameId == 6 then -- Admiral Clausewitz...
by Tomsod
12 Mar 2024, 22:56
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge redone
Replies: 160
Views: 2145059

Re: Might and Magic 6, 7, 8 merge redone

The thing about guards and other pre-placed monsters is that just updating monsters.txt will not change their stats, you do need the map editor (unless MMExt did something about it recently). Experience for monster kills is just about the only thing that always checks monsters.txt, at the moment of ...

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