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

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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Daedros
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby Daedros » 15 Apr 2018, 11:28

Soul Jars do not appear to be spawning in the chest within the Walls of Mist dungeon, so cannot complete the Lich quest from Halfgild Wynac in the Pit (M&M 7). I've already completed Vetrinus Taleshire's Lich quest on Jadame though, and the Lich Jars from Zanthora's Lab don't count for the M&M 7 quest (was worth a try).

Do Monks/Initiates ever show up as random hirelings in Antagarich? I've been checking the Taverns and Training Halls, and have only ever seen Clerics/Priests/Priest of the Dark, Knights/Cavaliers and Necromancers show up.
Last edited by Daedros on 15 Apr 2018, 11:30, edited 1 time in total.

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justl
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby justl » 15 Apr 2018, 14:34

Rodril wrote:
justl wrote:after the last update, my 3rd character suddenly was about 1173 years old.
I have not found issue yet. What kind of character was it: the regular mm8 hireling, the one you create during party creation, or random hireling from tavern/training hall?
Also it is possible to fix this issue through debug console: press "ctrl+f1" to open it, type Party[*id of char starting from 0*].BirthYear = *Year of birth, 1150 for example* , press "ctrl + enter" to execute it.
it was one created during party creation: darkelf, female, cleric -tbh i havent looked at the age til hermit island/mm6, so i cant say for sure, where/when that happened - and it was one from my tweaked character selection, where all races (from mm6 to mm8 - except dragons/vampires/liches/mm8clerics they didnt even fit my concept there :p ), were able to learn mm6 classes.
like i wrote, i solved it via editing in the savegame.

thx for replying
justl
Last edited by justl on 17 Apr 2018, 20:05, edited 1 time in total.
V2: Compendium of mm6-8 Secrets + Details about the base merge and DaveHer's redone merge (its in english!)
https://www.mightandmagicworld.de/fileb ... index.html

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby Daedros » 15 Apr 2018, 15:08

So, after just realizing that the Reputation system in Antagarich somewhat works (you can gain Reputation from quests, and it provides a discount at stores, including the Training Halls), i'm wondering if it's possible to get Jadame quests to provide Reputation for their zones. I can donate 5 times to a Temple in Jadame and get a green -5 Neutral in Reputation, and it actually does provide a discount. For example, with 0 Reputation in Shadowspire, it costs 7344 Gold to train my character to Lvl 97. With green -5 Neutral Reputation in Shadowspire, it costs 6912 Gold to train that same character to Lvl 97. It'd be awesome to get quests in Jadame to reward reputation.

Dess
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby Dess » 15 Apr 2018, 15:52

Currently there is only one way to get Light and Dark spells in the same party, and that is starting out in Jadame and getting the Lich and Priest of the Sun promotions.

I'd like to propose that skills are altered a bit so that starting out Clerics and Sorcerers can get Expert Light and Dark. Then when Promoted to Priest and Wizard, they could improve that to Master. And finilly depending on their finila promotion they could Grandmaster Light if made into a Priest of light or Archmage, and Grandmaster dark if promoted to Priest of dark and Liche.

Necromancer would stay as they are now.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby Kane176 » 16 Apr 2018, 06:03

Newest Version Crashed, Fresh Install of Game, Patch and Extansion work but after copy the game files in Main screen it Crash. (Intro works 3do new world etc)


All Drivers are newest version, ram checked no error (memtest86)
here the error.log
Time: 16.04.2018 07:58:28 (16.04.2018 05:58:28 UTC)
Windows Version 6.2

Exception EAccessViolation in module MM8.exe at 0005527D.
Access violation at address 0045527D in module 'MM8.exe'. Read of address 00000001.

Function Calls:

0045527D | D:\GOG Games\Might and Magic 8\MM8.exe + 5527D
0044C1C6 ? D:\GOG Games\Might and Magic 8\MM8.exe + 4C1C6
00460DF7 | D:\GOG Games\Might and Magic 8\MM8.exe + 60DF7
06160001 ? D:\GOG Games\Might and Magic 8\ExeMods\MMExtension.dll + 10001
0615A855 ? D:\GOG Games\Might and Magic 8\ExeMods\MMExtension.dll + A855
06156111 ? D:\GOG Games\Might and Magic 8\ExeMods\MMExtension.dll + 6111
06152967 ? D:\GOG Games\Might and Magic 8\ExeMods\MMExtension.dll + 2967
06152997 ? D:\GOG Games\Might and Magic 8\ExeMods\MMExtension.dll + 2997
06152EA2 ? D:\GOG Games\Might and Magic 8\ExeMods\MMExtension.dll + 2EA2
004BC0C5 ? D:\GOG Games\Might and Magic 8\MM8.exe + BC0C5
004E048D ? D:\GOG Games\Might and Magic 8\MM8.exe + E048D
004DC082 ? D:\GOG Games\Might and Magic 8\MM8.exe + DC082
061517D1 ? D:\GOG Games\Might and Magic 8\ExeMods\MMExtension.dll + 17D1
004DC906 | D:\GOG Games\Might and Magic 8\MM8.exe + DC906
77578652 | C:\Windows\System32\KERNEL32.DLL + 18652
77824B15 | C:\Windows\SYSTEM32\ntdll.dll + 64B15
77824AE2 | C:\Windows\SYSTEM32\ntdll.dll + 64AE2

Registers:

EAX = 00000001
EBX = 004F77AC
ECX = 0641000C
EDX = 149B3C14
ESI = 00000174
EDI = 149D000C
EBP = 0019FDA4
ESP = 0019FD80

Stack Trace:

0019FD80: 00000001
0019FD84: 032B9CFF
0019FD88: 00000000
0019FD8C: 00000001
0019FD90: 149B3C14
0019FD94: 149D966C
0019FD98: 00000001
0019FD9C: 00000000
0019FDA0: 00000000
0019FDA4: 0019FDC8 | Last EBP
0019FDA8: 0308050D
0019FDAC: 00000001
0019FDB0: 032B9CFF
0019FDB4: 00000000
0019FDB8: 00000001
0019FDBC: 0939900C
0019FDC0: 0044C1CB ? D:\GOG Games\Might and Magic 8\MM8.exe + 4C1CB
0019FDC4: 032B9CFF
0019FDC8: 0019FEF4 | Last EBP
0019FDCC: 00460DFC | D:\GOG Games\Might and Magic 8\MM8.exe + 60DFC

================================================================================
Last edited by Kane176 on 16 Apr 2018, 06:35, edited 1 time in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby Kane176 » 16 Apr 2018, 07:49

Fixed. The error comes from the (standart) german*.lod i have to remove them, now it works ;)

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby UnknownHuman » 16 Apr 2018, 08:18

@Rodril

Thanks.

About the Monsters. YES I need more and lots more. At least 2000 per map.
I just love having wars with my enemies, so if you would be so awesome as to let more per map
it would be just so much more fun (for me at least) :).

Thanks for the Cloak of the Sheep, yes the graphics was not working.
I dont know if the effects were working because when I used it I havent really tried it out, sorry.

Bug with Mercs to "hire".
After a few minutes they are always the same characters moving from place to place and no one NEW comes
in, so your stuck with the same characters for a very long time.
Is there a way to speed up the changing out the Mercs ?

Question. Do I have to re-download the large graphic files every update ?
Thanks.
Last edited by UnknownHuman on 16 Apr 2018, 08:29, edited 3 times in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby justl » 16 Apr 2018, 19:02

a curios thing i found on my 5th char:
whilst the others have attack +x and damage y to z, the 5th has damage y only (no matter the weapon)
its an archdruid (human) from the same party from which my dark elfen maid was 1000+ years old

edit:
another thing ive found in mm6: some creatures cross the barrier between water and shore in round based mode, but cant go back to shore (ive not seen it happen the other way round, like water elementals cross over to shore )

edit2: ive also seen, that the watermonsters in eelinfested waters and hermit island couldnt move around (stuck in place) - in the original mm6 they could move
Last edited by justl on 19 Apr 2018, 04:54, edited 2 times in total.
V2: Compendium of mm6-8 Secrets + Details about the base merge and DaveHer's redone merge (its in english!)
https://www.mightandmagicworld.de/fileb ... index.html

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby Phobos » 21 Apr 2018, 04:38

Dess wrote:Currently there is only one way to get Light and Dark spells in the same party, and that is starting out in Jadame and getting the Lich and Priest of the Sun promotions.

I'd like to propose that skills are altered a bit so that starting out Clerics and Sorcerers can get Expert Light and Dark. Then when Promoted to Priest and Wizard, they could improve that to Master. And finilly depending on their finila promotion they could Grandmaster Light if made into a Priest of light or Archmage, and Grandmaster dark if promoted to Priest of dark and Liche.

Necromancer would stay as they are now.
You can get both no matter where you start thanks to transcontinental travel, so I think such changes would make certain classes overpowered. You can promote Priests and Wizards to the Light-side classes in Enroth and join the Pit in Antagarich to get the Dark-side classes. Sorcerers and Wizards can even be promoted to Necromancers and Liches by Lathean in Jadame. If you want a Lich and an Archmage, that's possible as well (just dismiss the wizard you don't want to promote the first time and hire him back at the Adventurers' Inn).

About reputation, I agree it would really be lovely if that could be implemented in Jadame as well. It would make sense for the more challenging quests to increase reputation, much like in MM7.
Last edited by Phobos on 21 Apr 2018, 04:46, edited 2 times in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby Daedros » 21 Apr 2018, 11:06

Phobos wrote:
Dess wrote:Currently there is only one way to get Light and Dark spells in the same party, and that is starting out in Jadame and getting the Lich and Priest of the Sun promotions.

I'd like to propose that skills are altered a bit so that starting out Clerics and Sorcerers can get Expert Light and Dark. Then when Promoted to Priest and Wizard, they could improve that to Master. And finilly depending on their finila promotion they could Grandmaster Light if made into a Priest of light or Archmage, and Grandmaster dark if promoted to Priest of dark and Liche.

Necromancer would stay as they are now.
You can get both no matter where you start thanks to transcontinental travel, so I think such changes would make certain classes overpowered. You can promote Priests and Wizards to the Light-side classes in Enroth and join the Pit in Antagarich to get the Dark-side classes. Sorcerers and Wizards can even be promoted to Necromancers and Liches by Lathean in Jadame. If you want a Lich and an Archmage, that's possible as well (just dismiss the wizard you don't want to promote the first time and hire him back at the Adventurers' Inn).

About reputation, I agree it would really be lovely if that could be implemented in Jadame as well. It would make sense for the more challenging quests to increase reputation, much like in MM7.
I promoted Dyson Leland (Cleric from Jadame) into a Priest of the Dark in Antagarich, because it really suited his backstory. All my other Clerics were turned into Priests of the Light. The protective/buffing power of Light Magic is just that strong with Day of Gods+Day of Protection+Hour of Power.

Yeah, i'd also like to see Bounty quests improve your Reputation as well (otherwise, there's basically no point doing them when you're rich). Although, it wouldn't exactly be balanced if there was so many ways to raise Reputation in Jadame, but basically no way to lose Reputation. If i remember correctly, in M&M 6 you were able to lose Reputation by killing civilians or casting the Armageddon spell (which also killed civilians), and certain quests/trainers required you to have different levels of Reputation for them. Getting a fully functioning Reputation system (like M&M 6 had) to work in this merge (really got to give this merge a name, something like "Legacy of Enroth" or something) would likely be a huge undertaking, but vastly improve the game worlds.
Last edited by Daedros on 21 Apr 2018, 11:11, edited 4 times in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby Echo » 21 Apr 2018, 20:15

Might & Magic XXI: The Magnificent Merge

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby Gilnar » 21 Apr 2018, 22:25

Gosh, I don't think it's coincidence that the original post was on my birthday! I wanted to go to bed already, but I don't know if I'll be able to fall asleep now.
You're awesome. I can't wait to try this.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby DarthVadre » 22 Apr 2018, 06:14

I'm running into a bug with the cross continent quest whenever I change maps. Here's the debug output:

Image
Your perception determines your experience.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby DarthVadre » 22 Apr 2018, 06:39

I don't know how to use the debug tools, but I've narrowed it down to NextRecharge not getting set (I don't know Lua, maybe it's a scoping issue? NPC dialog fires fine.)
Your perception determines your experience.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby justl » 22 Apr 2018, 08:08

hi rodril,

in mm6 i have an odd missing of items with "+10 to all resistances" (atm im in dragonsand scouring through corpses (reloading)) - could you have a look into it?

thx
justl

edit: also im missing the artifact from mm7 - minotaurs axe https://www.mightandmagicworld.de/mm7/A ... nAxt.shtml - almost every other artefact/relic has popped up in dragonsand/mm6 by now, but this one i havent even seen - or is it a mm7 location (labyrinth?) find only item?

edit2: same goes for mm7 style armor, havent found any chains/leathers/plates from there (neither relic nor artifact) in mm6 by now - weapons/etc. from mm7 i have found some, but it seems mm8 type items take the major of findings, even in mm6 dragonsand
Last edited by justl on 22 Apr 2018, 08:32, edited 4 times in total.
V2: Compendium of mm6-8 Secrets + Details about the base merge and DaveHer's redone merge (its in english!)
https://www.mightandmagicworld.de/fileb ... index.html

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby Rodril » 22 Apr 2018, 12:46

Hello, patch link have been updated, only minor fixes this time. Random hirelings are prevented for appearing with same classes in row now, so more chances to get what you want (i am thinking for additional special class, which's only ability is being able to be promoted to any other basic class, - like recruit who can become knight/cleric/vampire/thief/ranger etc. Nothing except thoughts now). I'll look what can be done with reputation.

Limits of monsters-per-map should be removed now, original values were 500 monsters and 30 of them active, now these can be adjusted. Though, when i've summoned 4500 goblins in New Sorpigal and 500 guards to beat them, my game transformed into slideshow. Note, script is in test state for now, it is disabled by default, to enable it, open "...Scripts\Structs\After" folder, find file name called "RemoveMapMonstersLimits.lua.off" and rename it into "RemoveMapMonstersLimits.lua" (remove ".off"). I've set new limit to 1500 monsters per map and 500 of them active, you can change these values at first lines of script, just open it with any text editor.
I've made little dragon hunters vs nagas warfare to test it (very rough video): https://www.dropbox.com/s/6iid0vq6pno4r ... s.mp4?dl=0
Script template to do the same (open debug console with ctrl+f1 paste code and press ctrl+enter to execute):

Code: Select all

 floor, rnd = math.floor, math.random
 monT1 = 44 -- Monster type: Crusader
 monT2 = 171  -- Monster type: Naga
 X, Y, Z = XYZ(Party)

-- Force monsters to hate each other
 Game.HostileTxt[floor(monT1/3)][floor(monT2/3)] = 4
 Game.HostileTxt[floor(monT2/3)][floor(monT1/3)] = 4

-- 200 is amount of monsters to summon. Put in diffrent cycles to make diffrent amounts.
 for i = 1, 200 do
 	mon = SummonMonster(monT1, rnd(X - 2000, X + 2000), rnd(Y - 2000, Y + 2000), Z + 200)
 	mon.Group = 11
 	mon = SummonMonster(monT2, rnd(X - 2000, X + 2000), rnd(Y - 2000, Y + 2000), Z + 200)
 	mon.Group = 12
 end
Daedros wrote:Soul Jars do not appear to be spawning in the chest within the Walls of Mist dungeon, so cannot complete the Lich quest from Halfgild Wynac in the Pit (M&M 7). I've already completed Vetrinus Taleshire's Lich quest on Jadame though, and the Lich Jars from Zanthora's Lab don't count for the M&M 7 quest (was worth a try).
Should be fixed now.
UnknownHuman wrote:Question. Do I have to re-download the large graphic files every update ?
No, only patch (it is around 60mb now).
justl wrote:ive also seen, that the watermonsters in eelinfested waters and hermit island couldnt move around (stuck in place) - in the original mm6 they could move
It is intentionally for now. Unlike MM6, MM8 does not have system to prevent sea monsters to walk by ground, i've given them ranged attacks and forced to stay still at the moment. I'll look at other issues with it.
DarthVadre wrote:I'm running into a bug with the cross continent quest whenever I change maps. Here's the debug output:
Should not happen after today's patch, thanks.
justl wrote:edit: also im missing the artifact from mm7 - minotaurs axe https://www.mightandmagicworld.de/mm7/A ... nAxt.shtml - almost every other artefact/relic has popped up in dragonsand/mm6 by now, but this one i havent even seen - or is it a mm7 location (labyrinth?) find only item?
edit2: same goes for mm7 style armor, havent found any chains/leathers/plates from there (neither relic nor artifact) in mm6 by now - weapons/etc. from mm7 i have found some, but it seems mm8 type items take the major of findings, even in mm6 dragonsand
MM7-6 armors does not have pictures to fit MM8 dolls, that why they are disabled now, you won't find them. They have spots in ITEMS.txt, but chance to find them have been set to 0 in rnditems.txt, also their special effects were not rescripted.
Minotaur's axe is mm7 item, strange, in my mm7 source it costs only 2500 and does not have any effect.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby Xfing » 22 Apr 2018, 17:09

justl wrote: edit: also im missing the artifact from mm7 - minotaurs axe https://www.mightandmagicworld.de/mm7/A ... nAxt.shtml - almost every other artefact/relic has popped up in dragonsand/mm6 by now, but this one i havent even seen - or is it a mm7 location (labyrinth?) find only item?
Yeah, that axe has a fixed spawn location, in fact it only drops from a single Minotaur Lord in the Labyrinth in Nighon. MM7 had plenty of those types of items, you can tell them by:
- them having a value, but not being sellable in shops
- not requiring identification

MM8 only had two items like this, the Mace of the Sun and the Noblebone Bow. MM7 had plenty more, though their displayed values were much lower (not that it matters, considering they weren't sellable).

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby UnknownHuman » 22 Apr 2018, 17:19

Loved the more spawns. LOL :D

Was insane battles.
Which parts do I change for lower amounts of monsters ?
Is it the Top two lines to change ?

Sad to say the Save files error when loading.
" Cant load file! in file: D:\mm7src\mm8\mmviii\code\Odmap.cpp at line number: 1016 "


Thanks, having so much fun now.
Last edited by UnknownHuman on 22 Apr 2018, 17:29, edited 2 times in total.

Rodril
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby Rodril » 22 Apr 2018, 19:15

UnknownHuman wrote:Sad to say the Save files error when loading." Cant load file! in file: D:\mm7src\mm8\mmviii\code\Odmap.cpp at line number: 1016 "
Have map loaded after this message? Have you tried to load old savegame, where monlimit was not changed? Game supposed to send this message, because altering amount of spawns also altering save game size, which old save games does not fit, so game have to reset existing monsters data on the loaded map. Max amount of monsters should be constant.
Yes, top two, first is total amount, second is max amount of active monsters (if this limit is 30 and you have 50 monsters around you, 20 of them will stand still and wait untill you'll kill (make unactive) some).
Last edited by Rodril on 22 Apr 2018, 19:15, edited 1 time in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby Xfing » 22 Apr 2018, 19:29

Ok, downloaded it and started playing. Got several questions:
- Is there a guide of sorts that explains how things work now? Like a FAQ to help the player understand what to do, where can hirelings be found, what happens when you dismiss them while not on Jadame etc.
- Was the class balance altered in any way?
- Are there plans to alter the damage, value and other stats of certain weapons to stratify them further? Since now we have access to weaponry from all 3 games this could be a nice thing to try.
- Also, shouldn't the Wizard now have access to Master Light Magic for equivalency with the Necromancer? IMO it's only fair.
- Is there any differentiation between Priests of Light and Priests of the Sun? Do they both exist in the game? If they do, they should probably be unified. I checked the skill table and Clerics and Priests have the very same skills available, there is no cap on expert magic for plain Clerics. Something should be done to equalize the advancement path for Clerics on Jadame with those from other continents IMO.
Last edited by Xfing on 22 Apr 2018, 21:48, edited 1 time in total.


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