[New Mod] Might and Magic VII: Amber island is finally out!

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
Tomsod
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Re: [New Mod] Might and Magic VII: Amber island is finally out!

Unread postby Tomsod » 03 Jul 2024, 17:01

neutonm wrote: 29 Jun 2024, 15:12 As for the music, it's quite odd - did you use full build or just mod zip?
It appears i didn't include music into mod zip archive...
I've unpacked the zip onto the original game install, yes. It had MP3 tracks, but apparently not for the title screen (is it a new track?)

More petty complaints before I forget:
  • There's a large pile of gold under Chapman Residence, but since it's under the floor there doesn't seem to be a way to pick it up? I might try something later if I get a Telekinesis scroll, I've seen items stuck that way clip trough the houses at enough distance, in vanilla.
  • Would be nice if the fountains added fountain autonotes, like in vanilla.
  • In the quest log, the third quest tends to overflow through the first page, and a part of it ends up unreadable.
  • Exit door from the rat cottage is labeled "Lever".
  • The well in town says it gives +10 might, but it's actually +5.
  • Gold veins in Amber Cave reappear after mining them and reloading -- not the gold, only a texture. (You need to hide them on every map load like vanilla does with ore veins.)
Last edited by Tomsod on 29 Jul 2024, 20:45, edited 1 time in total.

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Blake
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Re: [New Mod] Might and Magic VII: Amber island is finally out!

Unread postby Blake » 07 Jul 2024, 08:37

Congrats on the recent release. Great work mate!
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fire_lizard
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Re: [New Mod] Might and Magic VII: Amber island is finally out!

Unread postby fire_lizard » 09 Jul 2024, 18:01

First of all, thank you for releasing such a great mod for such a great game!
I have already used first one teleportation gem (obtained from the inn the city).
I have a question - where could I find the second teleportation stone? It looks like I searched everywhere in the former Archmage hideout but could not find it.
Any clues from those who did?

UPDATE (found it thanks to rampage77t): the other gem inside the archmage's dungeon in the room where everything is upside down, there is a chest with the gem
Last edited by fire_lizard on 09 Jul 2024, 18:17, edited 1 time in total.

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Xfing
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Re: [New Mod] Might and Magic VII: Amber island is finally out!

Unread postby Xfing » 30 Jul 2024, 08:22

Haven't played yet, but gotta say I'm thrilled to see more of the MM world inside this engine. I've had literal dreams of additional MM6-8 content, as I still enjoy just "hanging out" in these games after all these years, I'll definitely be trying this out. And of course the quality of both the overworld and dungeons appear stunning

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Xfing
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Re: [New Mod] Might and Magic VII: Amber island is finally out!

Unread postby Xfing » 16 Aug 2024, 17:53

Ok, I've played through the whole thing. My observations:
- the town's design is amazing, gives it a lot of individual identity that doesn't feel quite like MM6, 7 or 8. The buildings are the best designed ones out of the 3 games and it really feels fun and pleasant to hang out in the town - something I remember enjoying years ago and have a lot of nostalgia for. The buildings are quite densely packed though, so for future towns you design, keep that fact in mind and consider creating some open and spacious areas with a lot of sky.
- the dungeons are even better - they really demonstrate the limits of what's possible with this engine. They are all so elaborate, detailed and plain beautiful that it's going to be difficult to play the vanilla games again. They surpass even the upper parts of the Merge's Breach dungeon, which at that time could also be considered the best content in this engine. The Oak Home has that soothing, adventurous, exotic pirate feel that reminds of MM8's Regna, the Apple Cave is by far the best cave-like dungeon ever put to this engine, and the Archmage's mansion is just the prettiest building of its kind, period.
- Gameplay-wise, it's nice to see a smaller-scope adventure that can be completed with a party of level 10. The start is really slow and grindy and bows for all your guys are all but a necessity, but there are still ways to noticeably improve and gain power via items, Day of the Gods and expert Spirit Magic. That makes the adventure more engrossing and grander than one might think. The final fight with the Archmage is just as tough as expected, a very satisfying ending.
- I was able to do all the quests, except the Lucky Coin one. Just no idea where to look with that one haha

anyhow, really amazing work and you made me think all three M&M games on this engine should have looked exactly like this in terms of detail and presentation.

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neutonm
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Re: [New Mod] Might and Magic VII: Amber island is finally out!

Unread postby neutonm » 20 Aug 2024, 12:33

Xfing wrote: 16 Aug 2024, 17:53 The buildings are quite densely packed though, so for future towns you design, keep that fact in mind and consider creating some open and spacious areas with a lot of sky.
...
anyhow, really amazing work and you made me think all three M&M games on this engine should have looked exactly like this in terms of detail and presentation.
Thanks for appreciation - that was a pleasant read :)

The town density issue will be considered in future, most likely follow the same rule as vanila games (1.5 tile apart from each other)
Blake wrote: 07 Jul 2024, 08:37 Congrats on the recent release. Great work mate!
Thanks
Last edited by neutonm on 20 Aug 2024, 15:33, edited 1 time in total.

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neutonm
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Re: [New Mod] Might and Magic VII: Amber island is finally out!

Unread postby neutonm » 20 Aug 2024, 12:36

Tomsod wrote: 03 Jul 2024, 17:01
neutonm wrote: 29 Jun 2024, 15:12 As for the music, it's quite odd - did you use full build or just mod zip?
It appears i didn't include music into mod zip archive...
I've unpacked the zip onto the original game install, yes. It had MP3 tracks, but apparently not for the title screen (is it a new track?)

More petty complaints before I forget:
  • There's a large pile of gold under Chapman Residence, but since it's under the floor there doesn't seem to be a way to pick it up? I might try something later if I get a Telekinesis scroll, I've seen items stuck that way clip trough the houses at enough distance, in vanilla.
  • Would be nice if the fountains added fountain autonotes, like in vanilla.
  • In the quest log, the third quest tends to overflow through the first page, and a part of it ends up unreadable.
  • Exit door from the rat cottage is labeled "Lever".
  • The well in town says it gives +10 might, but it's actually +5.
  • Gold veins in Amber Cave reappear after mining them and reloading -- not the gold, only a texture. (You need to hide them on every map load like vanilla does with ore veins.)
Thank you Tomsod for a valuable feedback. I'll take care of it soon and these changes will be included in soon-to-be update.

PS:
By the way guys, the turn-based appcrash bug is fixed.

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Xfing
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Re: [New Mod] Might and Magic VII: Amber island is finally out!

Unread postby Xfing » 29 Aug 2024, 18:28

neutonm wrote: 20 Aug 2024, 12:33 Thanks for appreciation - that was a pleasant read :)

The town density issue will be considered in future, most likely follow the same rule as vanila games (1.5 tile apart from each other)
Thanks
That's not quite what I had in mind. I mean, it kinda was but not exactly - I was talking more about macro scale planning than micro scale stuff such as individual gaps between buildings. It's ok if some buildings are clumped tightly together, but what I meant is that it'd also be nice to have at least one location with a spacious, open area. Think MM7 Erathia town hall and how you get a lot of sunlight there with no buildings getting in the way. Or MM8 Murmurwoods, that's got some interesting spatial planning too. Ofc not saying every area should be like this, dense towns like the one on Amber Island are great to have too and produce their own atmosphere - I think it's best to have some of both for variety

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DaveHer
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Re: [New Mod] Might and Magic VII: Amber island is finally out!

Unread postby DaveHer » 11 Sep 2024, 20:19

have been playing the mod for several days and I can't bring up the console. :( Is this intentional or a bug? Good Job. :-D
David

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neutonm
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Re: [New Mod] Might and Magic VII: Amber island is finally out!

Unread postby neutonm » 11 Sep 2024, 21:55

DaveHer wrote: 11 Sep 2024, 20:19 have been playing the mod for several days and I can't bring up the console. :( Is this intentional or a bug? Good Job. :-D
David
Thanks!
Different hotkey - press 'F6'

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DaveHer
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Re: [New Mod] Might and Magic VII: Amber island is finally out!

Unread postby DaveHer » 12 Sep 2024, 01:03

neutonm wrote: 11 Sep 2024, 21:55
DaveHer wrote: 11 Sep 2024, 20:19 have been playing the mod for several days and I can't bring up the console. :( Is this intentional or a bug? Good Job. :-D
David
Thanks!
Different hotkey - press 'F6'
Thank you for the quick response. In my copy of the mod, I replaced all the trees, bushes, plants and flowers with my HD ones. Two files are involved, the sprites.lod and the SFT.txt. I never like the original ones. You can have these files if you want. Let me know.
David

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neutonm
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Re: [New Mod] Might and Magic VII: Amber island is finally out!

Unread postby neutonm » 17 Sep 2024, 22:09

DaveHer wrote: 12 Sep 2024, 01:03
neutonm wrote: 11 Sep 2024, 21:55
DaveHer wrote: 11 Sep 2024, 20:19 have been playing the mod for several days and I can't bring up the console. :( Is this intentional or a bug? Good Job. :-D
David
Thanks!
Different hotkey - press 'F6'
Thank you for the quick response. In my copy of the mod, I replaced all the trees, bushes, plants and flowers with my HD ones. Two files are involved, the sprites.lod and the SFT.txt. I never like the original ones. You can have these files if you want. Let me know.
David
Sure, i'd be delighted to have em.

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DaveHer
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Re: [New Mod] Might and Magic VII: Amber island is finally out!

Unread postby DaveHer » 18 Sep 2024, 01:42

neutonm wrote: 17 Sep 2024, 22:09
DaveHer wrote: 12 Sep 2024, 01:03
neutonm wrote: 11 Sep 2024, 21:55

Thanks!
Different hotkey - press 'F6'
Thank you for the quick response. In my copy of the mod, I replaced all the trees, bushes, plants and flowers with my HD ones. Two files are involved, the sprites.lod and the SFT.txt. I never like the original ones. You can have these files if you want. Let me know.
David
Sure, i'd be delighted to have em.
Check your Email.

DeTHiCa
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Re: [New Mod] Might and Magic VII: Amber island is finally out!

Unread postby DeTHiCa » 22 Sep 2024, 21:44

I played through most of it, and here are my thoughts so far:
*dungeon design is excellent
*I like the tightly packed town, but there are too many big trees blocking the view in the town
*well written quests

issues I ran into:
*most mobs have no sounds (goblins, ratmen) but small rats have sounds, for some reason
*CTD when using turn-based near town
*many (but not all) trapped chests exploding but doing no damage

I installed the GrayFace MM7 Patch v2.5.7, instead of the 2.5.5 recommended in the instructions, so this might have something to do with it.

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DaveHer
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Re: [New Mod] Might and Magic VII: Amber island is finally out!

Unread postby DaveHer » 23 Sep 2024, 22:07

The sounds can be solved by opening EnglishD.lod Which contains the sounds for MM8 and opening Audio.snd Which contains the sounds for MM7. Audio.snd can be opened with MMAchive. Then drag the sounds you need from MM8 EnglishD.lod drop to Audio.snd which can be found in fold sounds.
David

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Re: [New Mod] Might and Magic VII: Amber island is finally out!

Unread postby covr » 12 Nov 2024, 08:43

Hi, I have following errors during first couple of minutes of the game:
———————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
...berModRelease\AmberModPreRelease\Scripts\General\Mod.lua:195: attempt to get length of field 'MercNPCLostList' (a nil value)

stack traceback:
...berModRelease\AmberModPreRelease\Scripts\General\Mod.lua: in function 'v'
...odRelease\AmberModPreRelease\Scripts/Core/EventsList.lua:101: in function <...odRelease\AmberModPreRelease\Scripts/Core/EventsList.lua:96>

arguments of 'v':
(*temporary) = nil

local variables of 'v':
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = "attempt to get length of field 'MercNPCLostList' (a nil value)"
-------------------------------------------------------------------------------------------------------------------------------
———————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
...mberModRelease\AmberModPreRelease\Scripts\Maps\amber.lua:474: attempt to index field 'MyMisc' (a nil value)

stack traceback:
...mberModRelease\AmberModPreRelease\Scripts\Maps\amber.lua: in function 'v'
...odRelease\AmberModPreRelease\Scripts/Core/EventsList.lua:101: in function <...odRelease\AmberModPreRelease\Scripts/Core/EventsList.lua:96>

local variables of 'v':
(*temporary) = nil
(*temporary) = 0
(*temporary) = "attempt to index field 'MyMisc' (a nil value)"
-------------------------------------------------------------------------------------------------------------------------------
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