Search found 345 matches
- Today, 14:51
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
- Replies: 8489
- Views: 9202788
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
1.The HP and SP of reanimated monsters remain the same as before. Can we reduce the HP and SP of reanimated monsters? For example, killing a high-level monster and reanimating it greatly reduces the difficulty of the game in many case. At least in vanilla MM7, reanimated monsters get at most (Dark ...
- 24 Nov 2024, 01:12
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v3.1 holiday release!
- Replies: 145
- Views: 84380
Re: Elemental Mod for MM7 -- v3.1 holiday release!
I've rewritten the monster-chooses-target function from scratch, so even if there's a bug in vanilla that causes everything to have a preference for rangers or something, my mod shouldn't inherit it. While I do happen to use arch btw, my MM7 is just locally installed in ~/.wine -- actually there are...
- 24 Nov 2024, 00:59
- Forum: Might and Magic
- Topic: GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]
- Replies: 555
- Views: 13081820
Re: GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]
Hey, I wasn't sure if I hadn't written about this yet, but looks like I haven't - do you think it'd be possible to add back in the entry animations to the temples of the light and dark, just like the anims for the Pit and Eeofol Tunnels were added? The ones I'm referring to can be seen in the link ...
- 22 Nov 2024, 22:55
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v3.1 holiday release!
- Replies: 145
- Views: 84380
Re: Elemental Mod for MM7 -- v3.1 holiday release!
Yeah, everyone asks me to make Hard difficulty harder! I'll try, there's already some stuff done for 4.0, e.g. last month I added a bunch of new monster spells that only appear on higher difficulties. But it seems that the more tricky features, like better AI, will have to wait for later releases be...
- 19 Nov 2024, 21:48
- Forum: Might and Magic
- Topic: MM7Rev4mod A Radical Redone
- Replies: 52
- Views: 5875
Re: MM7Rev4mod A Radical Redone
Oh, zero just means no preference. And other numbers mean the monster attacks that much PCs at once (dunno why it's not a separate column).
In vanilla titans have O and vampires have OC (female or cleric).
In vanilla titans have O and vampires have OC (female or cleric).
- 19 Nov 2024, 17:10
- Forum: Might and Magic
- Topic: MM7Rev4mod A Radical Redone
- Replies: 52
- Views: 5875
Re: MM7Rev4mod A Radical Redone
If you want to know precisely, all the monster preferences should be in monsters.txt, "Pref" column. X = male, O = female, W = dwarf, the rest are initials.
In my mod preferences are not 100%, e.g. goblins only attack the dwarf PC 50% of the time. Otherwise it's the same as in vanilla.
In my mod preferences are not 100%, e.g. goblins only attack the dwarf PC 50% of the time. Otherwise it's the same as in vanilla.
- 19 Nov 2024, 17:03
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
- Replies: 8489
- Views: 9202788
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Ghoulsbane was 1d9+15 in MM7, IDK why it wasn't 3d7 like all other poleaxes.
- 18 Nov 2024, 15:52
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v3.1 holiday release!
- Replies: 145
- Views: 84380
Re: Elemental Mod for MM7 -- v3.1 holiday release!
Status report: I'm 95% sure to release something by New Year, but it'll most likely be an open beta kind of thing. Just as well, it'll probably have more bugs than I can squash alone! For now, I just finished adding the Black Market to Steadwick sewers, where you can buy and sell stolen items: https...
- 16 Nov 2024, 12:57
- Forum: Might and Magic
- Topic: MM7Rev4mod A Radical Redone
- Replies: 52
- Views: 5875
Re: MM7Rev4mod A Radical Redone
It's pretty hilarious if BDJ made every monster target rangers first. Like, "it's already the worst class in MM7, but could we make it even worse?"
- 15 Nov 2024, 18:14
- Forum: Might and Magic
- Topic: MM7Rev4mod A Radical Redone
- Replies: 52
- Views: 5875
Re: MM7Rev4mod A Radical Redone
If the issue is the wanderer class itself, promoting it will disable the preference -- this is possibly a bug. Overall I never liked the vanilla preference mechanic because it causes the affected PC to receive 100% of hits until it faints, which can be extremely frustrating and actually makes the de...
- 11 Nov 2024, 03:50
- Forum: Might and Magic
- Topic: MM7Rev4mod A Radical Redone
- Replies: 52
- Views: 5875
Re: MM7Rev4mod A Radical Redone
Bows / Spells : in this mod many items have much higher values then in vanilla . Unless spells have also been boosted , this shifts the balance dramatically Yeah you're right, I forgot how strong the bows were in Rev4! I guess the recovery boost from Expert may be worthwhile with a good bow. I do s...
- 09 Nov 2024, 16:38
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
- Replies: 8489
- Views: 9202788
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
In the original game, only the last four cells can't be filled though, here it's ten. Maybe it's ghost items again?
- 09 Nov 2024, 04:04
- Forum: Might and Magic
- Topic: Is there any way to force MM7 with grayface's to not use the integrated intel card?
- Replies: 31
- Views: 17074
Re: Is there any way to force MM7 with grayface's to not use the integrated intel card?
That's the lambda thing Grayface added to new MMExt, you probably have an old version, so try this instead:
Code: Select all
mem.autohook(0x49AF21, function(d) print('GPU:', mem.string(d.eax)) end)
- 07 Nov 2024, 21:01
- Forum: Might and Magic
- Topic: MM7Rev4mod A Radical Redone
- Replies: 52
- Views: 5875
Re: MM7Rev4mod A Radical Redone
Thief has intellect 7 , so would get very little SP . Sure, but fire bolt is just 2 sp and even one blue potion will last for a while. The thing is, spells are very sensitive to skill levels, so you can get very strong attacks if you invest in them... Bows : I dislike weapons that hurt my party and...
- 06 Nov 2024, 23:03
- Forum: Might and Magic
- Topic: MM7Rev4mod A Radical Redone
- Replies: 52
- Views: 5875
Re: MM7Rev4mod A Radical Redone
I see, roleplay is a valid concern. It's just that I only recently found that Stealing is actually very good early on, but of course it's entirely optional! Even then, I think the thief would benefit more from a strong fire/ice bolt than the dagger & leather masters, although I recall you don't ...
- 06 Nov 2024, 19:37
- Forum: Might and Magic
- Topic: MM7Rev4mod A Radical Redone
- Replies: 52
- Views: 5875
Re: MM7Rev4mod A Radical Redone
Master dagger is useless in vanilla, maybe less so in this mod, but still not great. What it does is triple just the dagger's stated damage, it doesn't affect strength, heroism, armsmaster etc. bonuses. So let's say you have a 3d4+15 dagger, on average it does 22.5 damage: with master 7 there's a 7%...
- 06 Nov 2024, 04:23
- Forum: Might and Magic
- Topic: MM7Rev4mod A Radical Redone
- Replies: 52
- Views: 5875
Re: MM7Rev4mod A Radical Redone
IIRC overriding Acid Burst fix is done through editing spells.txt, not mm7.ini. If the element is "none" it gets changed to water, specifying an actual element leaves it intact.
- 04 Nov 2024, 17:58
- Forum: Might and Magic
- Topic: MM7 potions or spells ?
- Replies: 2
- Views: 298
Re: MM7 potions or spells ?
Makes sense potions would be stronger overall, as they require (potentially limited) reagents, while spells only need (easily replenished) magic energy. But yeah, bless/heroism/stoneskin potions are useless in vanilla mm7-8. OTOH haste and shield are great because haste spell has annoyingly short du...
- 03 Nov 2024, 16:24
- Forum: Might and Magic
- Topic: MM7Rev4mod A Radical Redone
- Replies: 52
- Views: 5875
Re: MM7Rev4mod A Radical Redone
Thief promotion requires taking out strong melee opponents in a small room. Usually I can get that at low level by using invisibility & the gatemaster NPC. But that npc is not available for hire in this mod (and uses town portal which doesn't work anyway until after the 2nd mage promotion) . FW...
- 31 Oct 2024, 08:46
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
- Replies: 8489
- Views: 9202788
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Even expert or master or Gm water magic "Enchant item" gives no good enchantments. I think only gives level 4 items. But GM must give level 6 like dragons loots. Please can u fix this for MM6-7-8 ? May be at MM6 being master and skill 20 can make enchant level 6 items. Can confirm, Enchan...