You can travel to another realm/continent as long as you 1, have Town Portal you can cast multiple times and 2, know a location with "high magic presence", one of which is Tularean Forest´s South Tower (for which you need either Water Walk, Fly or Water Breathing potions ... and enough HP to survive trees). As for difficulty progression, I˙ve read that Bolster only really kicks in when you beat a continent, so it shouldn˙t. Not knowing exactly though. (shrug)mauman wrote:If the latter, at what approximate level will travel unlock? And will it screw up difficulty progression (I've read there's difficulty scaling as you beat each location, and I'm ok with that). I want to take advantage of my racial skills (vampire and dark elf particularly) but I'd rather not wait a whole game for it.
Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
- SpectralDragon
- Swordsman
- Posts: 579
- Joined: 15 May 2019
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 29.03.2020]
Yes?
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 29.03.2020]
Thanks for the info guys.
As for my worry about the progression, I'm worried if I go to a different continent (in this case Jadame), that the progression won't kick in for the areas I've visited in my quick trip for training.
If I quickly jump to Jadame and back, will the scaling kick in once I'm done with mm7?
As for my worry about the progression, I'm worried if I go to a different continent (in this case Jadame), that the progression won't kick in for the areas I've visited in my quick trip for training.
If I quickly jump to Jadame and back, will the scaling kick in once I'm done with mm7?
Last edited by mauman on 31 Mar 2020, 02:02, edited 1 time in total.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 29.03.2020]
As I remember, scaling depends on your level, on the items on you, and on the level of the monster (low-end monsters get more powerful, for high-end monsters I don't notice scaling). However, I don't have precise formula and I might be wrong here. I'm not sure if the scaling will kick in for monsters you already saw. For previously unseen monsters I'm almost certain it will apply.mauman wrote: If I quickly jump to Jadame and back, will the scaling kick in once I'm done with mm7?
BTW you can disable this scaling if you want. In Controls menu there is "Extra Settings" button in top-middle, near the logo, "Monster Bolster".
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 29.03.2020]
thx workedcthscr wrote:Data/patch.UI.txtjustl wrote:i toyed around with the extended view and continent user interface thing:
when i now load i get this error and am thrown out of the game:
...
how do i revert this?
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
https://www.mightandmagicworld.de/fileb ... index.html
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 29.03.2020]
when i browsed through the lod-files i came upon this (already fitted?) artifacts/relics
i found some of them already kinda converted but not implemented:
titans belt (mm7): 7item324.bmp has item324v1.bmp, item324v2.bmp, item324v3.bmp, item324v4.bmp
seven league boots (mm7): 7item312.bmp has item312v1.bmp,item312v2.bmp, item312v3.bmp, item312v4.bmp
twilight cloak (mm7): item312v1.bmp has item325v1.bmp, item325v1a1.bmp, item325v2.bmp, item325v2a1.bmp, item325v3.bmp, item325v3a1.bmp, item325v4.bmp, item325v4a1.bmp
cloak of the sheep (mm7): item330.bmp has item330v1.bmp, item330v1a1.bmp, item330v2.bmp, item330v2a1.bmp, item330v3.bmp, item330v3a1.bmp, item330v4.bmp, item330v4a1.bmp
vampires cloak (mm7): item350.bmp has item350v1.bmp, item350v1a1.bmp, item350v2.bmp, item350v2a1.bmp, item350v3.bmp, item350v3a1.bmp, item350v4.bmp, item350v4a1.bmp
soulsucker helmet (mm7, its also the high tier morgred helmet pic): 7item093.bmp has 7item093v1.bmp, 7item093v2.bmp
scholars cap (mm7): 7item240.bmp has item240v1.bmp, item240v2.bmp, item240v3.bmp
taledons helmet (mm7): 7item239.bmp has item239v1.bmp, item239v2.bmp, item239v3.bmp
phynaxia crown (mm7): 7item241.bmp has item241v1.bmp, item241v2.bmp
burglars mask (mm7): item344.bmp has item344v1.bmp, item344v2.bmp, item344v3.bmp, item344v14.bmp
could one of you have a look into it, about how and why those mentioned are not active atm? thx
but they dont seem to be in the game ?
i found some of them already kinda converted but not implemented:
titans belt (mm7): 7item324.bmp has item324v1.bmp, item324v2.bmp, item324v3.bmp, item324v4.bmp
seven league boots (mm7): 7item312.bmp has item312v1.bmp,item312v2.bmp, item312v3.bmp, item312v4.bmp
twilight cloak (mm7): item312v1.bmp has item325v1.bmp, item325v1a1.bmp, item325v2.bmp, item325v2a1.bmp, item325v3.bmp, item325v3a1.bmp, item325v4.bmp, item325v4a1.bmp
cloak of the sheep (mm7): item330.bmp has item330v1.bmp, item330v1a1.bmp, item330v2.bmp, item330v2a1.bmp, item330v3.bmp, item330v3a1.bmp, item330v4.bmp, item330v4a1.bmp
vampires cloak (mm7): item350.bmp has item350v1.bmp, item350v1a1.bmp, item350v2.bmp, item350v2a1.bmp, item350v3.bmp, item350v3a1.bmp, item350v4.bmp, item350v4a1.bmp
soulsucker helmet (mm7, its also the high tier morgred helmet pic): 7item093.bmp has 7item093v1.bmp, 7item093v2.bmp
scholars cap (mm7): 7item240.bmp has item240v1.bmp, item240v2.bmp, item240v3.bmp
taledons helmet (mm7): 7item239.bmp has item239v1.bmp, item239v2.bmp, item239v3.bmp
phynaxia crown (mm7): 7item241.bmp has item241v1.bmp, item241v2.bmp
burglars mask (mm7): item344.bmp has item344v1.bmp, item344v2.bmp, item344v3.bmp, item344v14.bmp
could one of you have a look into it, about how and why those mentioned are not active atm? thx
but they dont seem to be in the game ?
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
https://www.mightandmagicworld.de/fileb ... index.html
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 29.03.2020]
Oh, I actually want the scaling. Don't want mm8/6 to be a cakewalk.andrey wrote:As I remember, scaling depends on your level, on the items on you, and on the level of the monster (low-end monsters get more powerful, for high-end monsters I don't notice scaling). However, I don't have precise formula and I might be wrong here. I'm not sure if the scaling will kick in for monsters you already saw. For previously unseen monsters I'm almost certain it will apply.mauman wrote: If I quickly jump to Jadame and back, will the scaling kick in once I'm done with mm7?
BTW you can disable this scaling if you want. In Controls menu there is "Extra Settings" button in top-middle, near the logo, "Monster Bolster".
- antipaladin
- Peasant
- Posts: 78
- Joined: 29 Jun 2013
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 29.03.2020]
suggestion:
as a rework of side, i would advise to make it into a forth continent after the finish of 3 , or an alterd one, where they supposignly stop the reckoning , or stop gelu\kaligor.
or visit axeoth... O_o
as a rework of side, i would advise to make it into a forth continent after the finish of 3 , or an alterd one, where they supposignly stop the reckoning , or stop gelu\kaligor.
or visit axeoth... O_o
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 29.03.2020]
You can make it stronger/weaker if you want.mauman wrote: Oh, I actually want the scaling. Don't want mm8/6 to be a cakewalk.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 29.03.2020]
I also thought of "Stop the reckoning" as one of Verdant's time-changing quests.antipaladin wrote:suggestion:
as a rework of side, i would advise to make it into a forth continent after the finish of 3 , or an alterd one, where they supposignly stop the reckoning , or stop gelu\kaligor.
or visit axeoth... O_o
- antipaladin
- Peasant
- Posts: 78
- Joined: 29 Jun 2013
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 29.03.2020]
with a seprate\alternative area that will feature krewold as main game country ?andrey wrote:I also thought of "Stop the reckoning" as one of Verdant's time-changing quests.antipaladin wrote:suggestion:
as a rework of side, i would advise to make it into a forth continent after the finish of 3 , or an alterd one, where they supposignly stop the reckoning , or stop gelu\kaligor.
or visit axeoth... O_o
noob question, what engine mm8 runs on ?
Last edited by antipaladin on 31 Mar 2020, 18:32, edited 1 time in total.
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- Peasant
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- Joined: 27 May 2017
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 29.03.2020]
Goblinwatch Code is a mess (last version/patch):
- tomchen1989
- Pixie
- Posts: 140
- Joined: 21 Jun 2008
- Location: Europe / China
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 29.03.2020]
I've updated my command line tool "mmarch" (GitHub Homepage, CH topic), making it able to compare two or more game folders and make an NSIS-compiled .exe installation file.
This detailed tutorial/demostration shows how to make a .exe MMMerge Update Patch with mmarch.
With the new feature, I made this MM Merge Update Patch (GitHub repo, click here to download version 2020-03-29), that can update any old vanilla version among 2019-09-22, 2019-10-08 and 2020-03-17, to the latest 2020-03-29. It's only 6 MB, it's been tested and works well.
=================
ps. I'm using ISO date format and ISO 2-letter language codes. You guys could consider using them when needed to avoid confusion.
ISO date format: YYYY-MM-DD
ISO 639-1: en fr de cs es it ru pl ko ja zh (zh_cn zh_tw)
This detailed tutorial/demostration shows how to make a .exe MMMerge Update Patch with mmarch.
With the new feature, I made this MM Merge Update Patch (GitHub repo, click here to download version 2020-03-29), that can update any old vanilla version among 2019-09-22, 2019-10-08 and 2020-03-17, to the latest 2020-03-29. It's only 6 MB, it's been tested and works well.
=================
ps. I'm using ISO date format and ISO 2-letter language codes. You guys could consider using them when needed to avoid confusion.
ISO date format: YYYY-MM-DD
ISO 639-1: en fr de cs es it ru pl ko ja zh (zh_cn zh_tw)
- SpectralDragon
- Swordsman
- Posts: 579
- Joined: 15 May 2019
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 29.03.2020]
Those are original MM7 sprites for stuff that are converted to fit MM7 paperdolls, not MM8 ones, and thus had been externally blocked. They´re in the .lod files for reference sake (as well as for anyone that is willing to mold them so that they fit MM8 paperdolls). Same is with other stuff.justl wrote:when i browsed through the lod-files i came upon this (already fitted?) artifacts/relics
(stuff)
Could one of you have a look into it, about how and why those mentioned are not active atm? thx
but they don´t seem to be in the game ?
Honestly, those would be the next headgear I˙d do once MM6 helmets, hats and crowns would be implemented, but well, they aren˙t, so I cannot do anything. Sorry.
Yes?
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 29.03.2020]
So, I was getting some stuttering here and there, but nothing major...but now I'm going into ultra busy dungeons (like Nighon tunnels) and it's getting pretty bad. Any suggestions on minimizing stuttering?
-
- Peasant
- Posts: 76
- Joined: 27 May 2017
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 29.03.2020]
I've gotten stuttering as well, I believe it's because of pathfinding because stuttering only happens as soon as enemies have you on their sight (red dots in the map with Wizard Eye spell), you can try disabling Improved Pathfinding under Extra settings.mauman wrote:So, I was getting some stuttering here and there, but nothing major...but now I'm going into ultra busy dungeons (like Nighon tunnels) and it's getting pretty bad. Any suggestions on minimizing stuttering?
Last edited by joanthedark on 02 Apr 2020, 09:48, edited 1 time in total.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 29.03.2020]
Turning off Win95 compatibility might help. GOG games version has Windows 95 compatibility by default. It causes some slowdowns.mauman wrote:So, I was getting some stuttering here and there, but nothing major...but now I'm going into ultra busy dungeons (like Nighon tunnels) and it's getting pretty bad. Any suggestions on minimizing stuttering?
-
- Peasant
- Posts: 76
- Joined: 27 May 2017
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 29.03.2020]
Arena Master from Enroth continent (mm6) currently has the one from Jadame (mm8):
The correct one should be a Titan:
The correct one should be a Titan:
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 29.03.2020]
Oh WOW yeah that did it. Holy Moly. Not a stutter to be found.andrey wrote:Turning off Win95 compatibility might help. GOG games version has Windows 95 compatibility by default. It causes some slowdowns.mauman wrote:So, I was getting some stuttering here and there, but nothing major...but now I'm going into ultra busy dungeons (like Nighon tunnels) and it's getting pretty bad. Any suggestions on minimizing stuttering?
Thanks a million
Also, don't know if this is a bug or just a "feature" but my druid started getting the "dragon" bonus from the dark promotion before his first promotion. I mean, I'm happy I don't have to go dark to get that bonus since I was going to go for light for once this time around, but yeah.
I think it MIGHT be tied to the Wizard promotion Golem npc, as that was when I noticed the skill bonus/constant preservation effect. The bonus didn't leave when the golem left though, so I don't know.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 29.03.2020]
Thanks goes tomauman wrote: Thanks a million
who helped me with similar slowdown.Rodril wrote:
As for other problem you mentioned - saying honestly, no idea. But I did not notice any skill buffs with the golem.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 29.03.2020]
Submitted to the tracker on your behalf: https://gitlab.com/templayer/mmmerge/-/issues/551joanthedark wrote:Arena Master from Enroth continent (mm6) currently has the one from Jadame (mm8):
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