Status on the MM6 mod

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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motter28218
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Status on the MM6 mod

Unread postby motter28218 » 31 May 2008, 02:49

Hello all, just wanted to update you on the progress and to let you know what the mod is going to be like.

1st off - some of the new monsters - Giants, witches to name a few, thanks to a friend of mine named Sarah for the Sprites, I will get some screenshots of them soon

2nd - Good/Evil path, SMALL SPOILER so don't read if you don't want to: You path will be chosen at the very beginning with the Letter, if you give the letter to Andover, you are now on the evil path, if you give the letter to Humphrey you are now on the good path, you cannot give it to both.

3rd - Storyline, things are the same in alot of ways, but also different, for starter Sir John Silver is alive and the Silver Helms are on the side of good, but that can change depending on your choices.

4th - Dark Promotions, Don't want to give them all away, but just for a tast to become promoted to a Dark Knight you go to Kergmund aka the Warlord in Silver Cove, complete his quests to get promoted, for Dark Archer you will have to go speak the Prince of Thieves advisor.

5th - Just to let you know, this game is going to much tougher, there are going to be very few weak monsters and just so you know I didn't just randomly balloon up monster stats, there actually is a method to my madness, I took power's from creatures I won't be using in my mod and applied them to creatures I felt were underpowered, Werewolves probably being the worst of the bunch, can't believe how weak they were.

So anyhow, that's the latest, I'm still far from done, I'm becomming a zombie staring at that code day and night but it's fun to, also now that you guys have a taste of what I'm doing I again extend the invitation to offer suggestions, things you would like to see, so speak now.

Otter

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Deadguy118
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Unread postby Deadguy118 » 31 May 2008, 03:28

wait... YOU MADE WEREWOLVES STRONGER!?!?!?!?!? Lair of the wolf is going to be impossible.
Back from the dead? Maybe.

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Bimbasto
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Unread postby Bimbasto » 31 May 2008, 10:12

Sounds great. Werewolves could be really "nut" if they will be stronger. This dungeon always was heavy for me. Anyway keep working, thanx for that.

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Phobos
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Unread postby Phobos » 31 May 2008, 10:52

Wow, that sounds awesome. I'm looking forward to getting myself killed in the Lair of the Wolf numerous times.

Mightor Magic
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Unread postby Mightor Magic » 01 Jun 2008, 04:53

I thought the challenge with the werewolves quest was based more on the number of werewolves than their strength. I can agree that they're kind of weak except for the top tier class who can be a real asskicker with one hit drops. But as they don't have a range attack, I don't have that much of a problem here.

Looking at what people pick for parties in this game, I guess I play a might oriented group. Knights, paladins, archers, that sort of thing. Let me guess, the challenge comes from a lack of spell points?

The game will be finally fixed so you don't get Light and Dark magic in the same game? Sounds great as the quests for Master Light/Dark were created as if they should not be done by the same party.

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darknessfood
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Unread postby darknessfood » 02 Jun 2008, 22:30

Well, the werewolf thing ain't so great. But the rest sounds AWESOME, keep it up soldier :)
You can either agree with me, or be wrong...

Dess
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Unread postby Dess » 10 Jun 2008, 23:33

What Im really missing in MM6 is the ARMSMASTER skill that makes the Knight a valid class choice.

If a new skill is impossible to edit in, then perhaps the bodybuilding skill can be applied to damage as well? I believe it scales with class (Knights gaining 4 per point, Sorcerers 1). Obviously the numbers needs to be tweaked if that is the case, a +4 damage increase for one point at Basic skill would be quite insane.

dhalgren17
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Unread postby dhalgren17 » 12 Jun 2008, 13:16

Hello:
Can't wait to play your mod, MMVI is my favorite. As far as suggestions, I think it would be neat if Paradise Valley had a dungeon with a quest. Of course the dungeon would have monsters that are of a very high level. I don't know anything about modding, but would be willing to help with beta testing if you need someone.
dhalgren17

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Mace the Councillor
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Unread postby Mace the Councillor » 13 Jun 2008, 16:08

Sounds very interesting! Anyway, I agree with Dess that an armsmaster skill was something Might & Magic VI should have had. Might & Magic VII really made specialist classes better, relatively speaking, with restrictive higher level ( (Master and Grandmaster expertise). Overall, I like the Might & Magic VII skill system better.

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darknessfood
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Unread postby darknessfood » 13 Jun 2008, 23:12

Well, if you add the armsmaster skill, why choose another class. You might as well just pick a SCSC party, they are overpowered already, with armsmaster, they are gods...
You can either agree with me, or be wrong...

Dess
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Unread postby Dess » 14 Jun 2008, 09:21

Well if you base them on the bodybuilding skill then they wouldnt get as much benefit from it as a knight would. Could be perfectly balanced if you tweak the numbers around a bit.


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