Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
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- Leprechaun
- Posts: 48
- Joined: 18 Mar 2023
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
Tried to launch most resent nightmare mode.
It says:
...Might and Magic 6\Scripts/Core/RSMem.lua hook at address 41D18D is already set
stack traceback:
[ C]: in function 'error'
...Might and Magic 6\Scripts/Core/RSMem.lua in function 'mem_hook'
...Might and Magic 6\Scripts/Core/RSMem.lua in function 'hookcall'
...ght and Magic 6\Scripts\General\skem-monster-infobox.lua:280: in function 'dofile'
...Might and Magic 6\Scripts\Core\main.lua:557: in function 'RunFiles'
...\Scripts\Core\main.lua:619: in main chunk
arguments of 'hookcall':
p = 4313485
nreg = 2
nstack = 5
f = (function: 0x03b5b1f0)
local variables of 'hookcall':
code = 1610628768
def = (function: 0x03b5b578)
upvalues of 'hookcall':
assert = (function: builtin#2)
u1 = (table: 0x03228cb8)
OpCALL = 232
i4 = (table: 0x03096090)
call = (function: 0x03229570)
mem_hook = (function: 0x0322e558)
It says:
...Might and Magic 6\Scripts/Core/RSMem.lua hook at address 41D18D is already set
stack traceback:
[ C]: in function 'error'
...Might and Magic 6\Scripts/Core/RSMem.lua in function 'mem_hook'
...Might and Magic 6\Scripts/Core/RSMem.lua in function 'hookcall'
...ght and Magic 6\Scripts\General\skem-monster-infobox.lua:280: in function 'dofile'
...Might and Magic 6\Scripts\Core\main.lua:557: in function 'RunFiles'
...\Scripts\Core\main.lua:619: in main chunk
arguments of 'hookcall':
p = 4313485
nreg = 2
nstack = 5
f = (function: 0x03b5b1f0)
local variables of 'hookcall':
code = 1610628768
def = (function: 0x03b5b578)
upvalues of 'hookcall':
assert = (function: builtin#2)
u1 = (table: 0x03228cb8)
OpCALL = 232
i4 = (table: 0x03096090)
call = (function: 0x03229570)
mem_hook = (function: 0x0322e558)
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
Thanks for reporting, we had another developer with same issue but we though it was some messing with files.Gray Magic Expert wrote: ↑22 Jun 2023, 11:50 Tried to launch most resent nightmare mode.
It says:
...Might and Magic 6\Scripts/Core/RSMem.lua hook at address 41D18D is already set
I'll investigate it properly on a fresh folder, will update soon.
EDIT:
Works on a fresh folder.
I think the issue is because I recently merged multiple files in 1 unique file, and when downloading latest version useless files are not deleted.
If you send me a screenshot with \Scripts\General folder I can tell you which one needs to be deleted (basically all mod related files not in github), otherwise the most simple solution is to just reinstall.
Deleting skem-monster-infobox.lua will solve the crash but you will have other issues.
Let me know if you managed to solve it
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
Final MAW Nightmare has been released:
https://github.com/Malekitsu/MM6-Nightm ... tag/v2.1.0
check the README for complete changelog.
https://github.com/Malekitsu/MM6-Nightm ... tag/v2.1.0
check the README for complete changelog.
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- Leprechaun
- Posts: 48
- Joined: 18 Mar 2023
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
A question about Seraphin:
I see, that they are a paladin subclass now. And now there is a definitive bug out there: seraph class description says that they can use only swords maces and staves, however the class starts with spear and sword skills. Something need to change: either starting skills, or class description.
I see, that they are a paladin subclass now. And now there is a definitive bug out there: seraph class description says that they can use only swords maces and staves, however the class starts with spear and sword skills. Something need to change: either starting skills, or class description.
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
thanks, will fix.Gray Magic Expert wrote: ↑02 Jul 2023, 20:26 A question about Seraphin:
I see, that they are a paladin subclass now. And now there is a definitive bug out there: seraph class description says that they can use only swords maces and staves, however the class starts with spear and sword skills. Something need to change: either starting skills, or class description.
He isn't supposed to have spear
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- Leprechaun
- Posts: 48
- Joined: 18 Mar 2023
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
Also:
- how is "mastery" setting in .ini is supposed to work?
- which mastery bonus does shaman get?
- how is "mastery" setting in .ini is supposed to work?
- which mastery bonus does shaman get?
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
Mastery is diabled by default, not all extra classes have the description for mastery unfortunately.Gray Magic Expert wrote: ↑02 Jul 2023, 20:53 Also:
- how is "mastery" setting in .ini is supposed to work?
- which mastery bonus does shaman get?
Shaman gets 1 increased damage per school level, meaning 10 fire, 4 air, 7 water will increase damage by 21
For shaman mastery will:
- increase damage by 2
- increase the school bonus damage by 5%
Example
If the sum of all schools skill level is 40 then with mastery 10:
(40+50%)=60
also a mastery 10*2 damage=20
total bonus damage=80
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- Leprechaun
- Posts: 48
- Joined: 18 Mar 2023
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
Thanks for the explanation!
It would be convenient have a text file with the following descriptions:
1) Normal base class skills, stats per level and bonuses.
Also, the bonuses for mastery, if [mastery=true] is enabled.
2) Sub-class skills, stats per level, and special traits, including:
a) Is mastery skill present, or no.
b) Which bonuses does mastery skill provide.
c) What base class bonuses they lose, if any.
For example, ashikari does not get mastery by default, but gets mastery with [mastery=true] setting.
On the other hand, shaman does mastery with both [mastery=true] and [mastery=false].
It is hard to understand, what is supposed to happen, and what may be a bug, because both the shaman and the ashikari get combat bonuses from magic skills, and they both do not have mastery text in the class description.
It would be convenient have a text file with the following descriptions:
1) Normal base class skills, stats per level and bonuses.
Also, the bonuses for mastery, if [mastery=true] is enabled.
2) Sub-class skills, stats per level, and special traits, including:
a) Is mastery skill present, or no.
b) Which bonuses does mastery skill provide.
c) What base class bonuses they lose, if any.
For example, ashikari does not get mastery by default, but gets mastery with [mastery=true] setting.
On the other hand, shaman does mastery with both [mastery=true] and [mastery=false].
It is hard to understand, what is supposed to happen, and what may be a bug, because both the shaman and the ashikari get combat bonuses from magic skills, and they both do not have mastery text in the class description.
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
Hey I am kinda stuck,
why do my party members get eradicated when i try to place the memory crystals?
why do my party members get eradicated when i try to place the memory crystals?
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- Leprechaun
- Posts: 48
- Joined: 18 Mar 2023
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
Bugs:
Bug 1. Grey Knight Class does not appear, even with [KnightAsGreyKnight=true]
Bug 2. Herbalist class description does not work. Druid description is shown instead.
Bug 3. Necromancer and Herbalist do not get spellbooks for starting Dark/Light skills.
By standard rules of the game, they should get Poison Cloud and Midas Touch.
Other than that, I started the game with a party of
- Necro, - Berserker, - Herbalist, - Cleric, with [mastery=false]
Will report my findings, once I get further into the game. So far, the game works, and party kicks goblins successfully!
Bug 1. Grey Knight Class does not appear, even with [KnightAsGreyKnight=true]
Bug 2. Herbalist class description does not work. Druid description is shown instead.
Bug 3. Necromancer and Herbalist do not get spellbooks for starting Dark/Light skills.
By standard rules of the game, they should get Poison Cloud and Midas Touch.
Other than that, I started the game with a party of
- Necro, - Berserker, - Herbalist, - Cleric, with [mastery=false]
Will report my findings, once I get further into the game. So far, the game works, and party kicks goblins successfully!
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
hey, sorry for that!
It was supposed to be for 255 mode but I forgot to set a check for it.
Go in Scripts/Maps and replace ORACLE.lua with the one down here:
https://github.com/Malekitsu/MM6-Nightm ... ORACLE.lua
Thanks for reporting
Last edited by Malekitsu on 04 Jul 2023, 06:45, edited 1 time in total.
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
sorry but the classes that I personally did and have full description are:Gray Magic Expert wrote: ↑03 Jul 2023, 10:37 Thanks for the explanation!
It would be convenient have a text file with the following descriptions:
1) Normal base class skills, stats per level and bonuses.
Also, the bonuses for mastery, if [mastery=true] is enabled.
2) Sub-class skills, stats per level, and special traits, including:
a) Is mastery skill present, or no.
b) Which bonuses does mastery skill provide.
c) What base class bonuses they lose, if any.
For example, ashikari does not get mastery by default, but gets mastery with [mastery=true] setting.
On the other hand, shaman does mastery with both [mastery=true] and [mastery=false].
It is hard to understand, what is supposed to happen, and what may be a bug, because both the shaman and the ashikari get combat bonuses from magic skills, and they both do not have mastery text in the class description.
-Blood Knight
-Rogue
-Necromance
-Seraphim
-Berserker
Every other classes probably need some extra work for the tooltips, I also plan to change Mastery skill to change tooltip based on current selected player class, making this actually much easier to understand, but I can't do it right now, maybe in few weeks.
1) did you remove the "true" check on blood knight?Gray Magic Expert wrote: ↑03 Jul 2023, 15:27 Bugs:
Bug 1. Grey Knight Class does not appear, even with [KnightAsGreyKnight=true]
Bug 2. Herbalist class description does not work. Druid description is shown instead.
Bug 3. Necromancer and Herbalist do not get spellbooks for starting Dark/Light skills.
By standard rules of the game, they should get Poison Cloud and Midas Touch.
Other than that, I started the game with a party of
- Necro, - Berserker, - Herbalist, - Cleric, with [mastery=false]
Will report my findings, once I get further into the game. So far, the game works, and party kicks goblins successfully!
2) herbalist basically deals more single target healing to low HP targets and restores some mana, not sure about everything else, Rawsugar will be able to answer that better
3) necro was supposed to get toxic cloud level 1, maybe the code got lost somewhere: a need to do fix.
Enjoy the game and let me know about your findings
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- Leprechaun
- Posts: 48
- Joined: 18 Mar 2023
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
Re: grey knight
- Even with unchecked blood knight grey knight fails to appear. Only old reliable normal knight exists. Definitely something weird is happening! Other classes seem to appear as intended.
Love the new items, they even make shopping in New Sorpingal fun.
The gameplay also feels extremely engaging, even on level 1.
- Even with unchecked blood knight grey knight fails to appear. Only old reliable normal knight exists. Definitely something weird is happening! Other classes seem to appear as intended.
So far, the game is really impressive.Malekitsu wrote:Enjoy the game and let me know about your findings
Love the new items, they even make shopping in New Sorpingal fun.
The gameplay also feels extremely engaging, even on level 1.
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
After double checking Grey Knight has been scrapped due to technical issue and lack of uniqueness, I've removed also from settings now.Gray Magic Expert wrote: ↑04 Jul 2023, 05:19 Re: grey knight
- Even with unchecked blood knight grey knight fails to appear. Only old reliable normal knight exists. Definitely something weird is happening! Other classes seem to appear as intended.
So far, the game is really impressive.Malekitsu wrote:Enjoy the game and let me know about your findings
Love the new items, they even make shopping in New Sorpingal fun.
The gameplay also feels extremely engaging, even on level 1.
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- Leprechaun
- Posts: 48
- Joined: 18 Mar 2023
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
Okay, my first big report about gameplay experience
- Playthrough on levels 1-22 (1st part, right now I have level 32):
At level 22 I bought Lloyd's beacon spell-book. That thing made me broke for while, but came extremely handy for both traveling and exploring dungeons. With the help of beacon, I managed to lure away the bonus miniboss from Ethric's tomb, and steal the loot from its lair. The power staff of Earth came especially handy!
My party is Necro-Berserker-Herbalist-Cleric. New classes for me - Necro and Herbalist. Both proved to be extremely handy and interesting.
1) The Necromancer brings more mana, and even some tools to restore mana-points, and thus Necromancer's damage potential is really powerful. In exchange, necromancer has less HP and does not get to use dagger skill. Dagger is always good for adding aditional dmage here and there, so necromancer feels fair compared to sorcerer.
2) Herbalist is a wonderful healing specialist. They have many limitations, compared to druid: no fire, earth, mind or spirit magics, reduced damge dealt and so on. Their class description is also missing, so I have only basic understanding of their abilities. But herbalists are absolutely unmatched when it comes to bringing party members from low/negative HP. I had -400 hp characters restored to full with a Master 12 Body herbalist. This healing power is adequately balanced by loss of spirit magic access - to even have -400 hp characters alive, one needs spirit magic. So - herbalist either requires extreme care, or a second Self-magic caster. In comparison, Druid does not get this limitation.
3) Cleric and Berserker do their normal jobs: cleric buffs and heals, berserker kicks monsters and also occasionally heals. BTW, I also tested maser mind on cleric and master body on berserker. Both build works extremely well (that said, an opposite distribution of magic skills also should have worked well).
- Main balance concern:
High-tier weapon base stats. +20-something weapons are terrifying, and their damage is very hard to match. When I reached level 28 and got accesses to divine dagger (from Rogue Leader in shadow guild) and Mordred (Dragoon's keep), my herbalist became my new damage dealer, despite inherent reduced damage, and 0 points in any weapon skills! Seems a bit OP and somewhat unintended.
- Bugs:
1) Shops have 0% base bonus on all hats and crowns.
2) Necro mana restore on kill is strange. Sometimes it works, sometimes it doesn't.
3) In particular, 0 mana cost cold bean never restores mana points on kill, depite costing additional mana point on top!
4) Slow spell crashes the game (on expert at least)
5) With expert 12 body, herbalist restore only 1-2 hp with 1st Aid Instead of 15. Other body spell worked normally. With master body 12 First Aid works as intended.
6) Herbalist description is still broken.
- Playthrough on levels 1-22 (1st part, right now I have level 32):
At level 22 I bought Lloyd's beacon spell-book. That thing made me broke for while, but came extremely handy for both traveling and exploring dungeons. With the help of beacon, I managed to lure away the bonus miniboss from Ethric's tomb, and steal the loot from its lair. The power staff of Earth came especially handy!
My party is Necro-Berserker-Herbalist-Cleric. New classes for me - Necro and Herbalist. Both proved to be extremely handy and interesting.
1) The Necromancer brings more mana, and even some tools to restore mana-points, and thus Necromancer's damage potential is really powerful. In exchange, necromancer has less HP and does not get to use dagger skill. Dagger is always good for adding aditional dmage here and there, so necromancer feels fair compared to sorcerer.
2) Herbalist is a wonderful healing specialist. They have many limitations, compared to druid: no fire, earth, mind or spirit magics, reduced damge dealt and so on. Their class description is also missing, so I have only basic understanding of their abilities. But herbalists are absolutely unmatched when it comes to bringing party members from low/negative HP. I had -400 hp characters restored to full with a Master 12 Body herbalist. This healing power is adequately balanced by loss of spirit magic access - to even have -400 hp characters alive, one needs spirit magic. So - herbalist either requires extreme care, or a second Self-magic caster. In comparison, Druid does not get this limitation.
3) Cleric and Berserker do their normal jobs: cleric buffs and heals, berserker kicks monsters and also occasionally heals. BTW, I also tested maser mind on cleric and master body on berserker. Both build works extremely well (that said, an opposite distribution of magic skills also should have worked well).
- Main balance concern:
High-tier weapon base stats. +20-something weapons are terrifying, and their damage is very hard to match. When I reached level 28 and got accesses to divine dagger (from Rogue Leader in shadow guild) and Mordred (Dragoon's keep), my herbalist became my new damage dealer, despite inherent reduced damage, and 0 points in any weapon skills! Seems a bit OP and somewhat unintended.
- Bugs:
1) Shops have 0% base bonus on all hats and crowns.
2) Necro mana restore on kill is strange. Sometimes it works, sometimes it doesn't.
3) In particular, 0 mana cost cold bean never restores mana points on kill, depite costing additional mana point on top!
4) Slow spell crashes the game (on expert at least)
5) With expert 12 body, herbalist restore only 1-2 hp with 1st Aid Instead of 15. Other body spell worked normally. With master body 12 First Aid works as intended.
6) Herbalist description is still broken.
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- Leprechaun
- Posts: 48
- Joined: 18 Mar 2023
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
I see new changes for version 2.1.4
Will check them out shortly.
One thing I definitely don't like: barrels going from +5 to +2. I didn't find +5 OP during my playthroughs. Primary stats are good, don' get me wrong, but other tools are much more impactful. Why exactly do you want to weaken barrels?
Will check them out shortly.
One thing I definitely don't like: barrels going from +5 to +2. I didn't find +5 OP during my playthroughs. Primary stats are good, don' get me wrong, but other tools are much more impactful. Why exactly do you want to weaken barrels?
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
For example, ashikari does not get mastery by default, but gets mastery with [mastery=true] setting.
Hello, my ashikari does not get mastery with (mastery=true) setting
I downloaded the newer version and installed on a fresh folder but its same, shadow does not get mastery either but other classes are ok
PD: sorry my bad english i am from Spain
Hello, my ashikari does not get mastery with (mastery=true) setting
I downloaded the newer version and installed on a fresh folder but its same, shadow does not get mastery either but other classes are ok
PD: sorry my bad english i am from Spain
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
Herbalist (druid subclass); Gain light, lose Spirit, Mind, Earth, Fire. Damage done is -15%. Healing done is +50% and -2 pr rank, as well as multiplied by (1.5-current % HP), meaning Herbalists are adept at healing single targets at low HP, but not so strong casting Power Cure to a party at high HP. Healed targets gain 10% of the healed amount (before class modifications) as SP in addition. If an attack would reduce a partymember below -0.5 HP pr level, mastery gives a 1.5% chance to set the HP of the target to -0.5 HP pr level instead.
multiplying healing w (1.5-current % HP) means that a target many times below normal HP can be brought to above 0 HP in a few casts.
multiplying healing w (1.5-current % HP) means that a target many times below normal HP can be brought to above 0 HP in a few casts.
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
Latest version is 2.1.7Gray Magic Expert wrote: ↑09 Jul 2023, 18:41 I see new changes for version 2.1.4
Will check them out shortly.
One thing I definitely don't like: barrels going from +5 to +2. I didn't find +5 OP during my playthroughs. Primary stats are good, don' get me wrong, but other tools are much more impactful. Why exactly do you want to weaken barrels?
Has a lot of bug fixes, make sure to read the changelog
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- Leprechaun
- Posts: 48
- Joined: 18 Mar 2023
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
Bugs in 2.1.7:
1) Slow spell crashes the game
2) Herbalist and its 1st promo don't have class description. Second promo - still waiting for test.
3) Deacon of the Deep (Ironfist Baa miniboss) has some overpowered melee attack, which sends 200 hp chars into -100 hp range. The description of the monster mentions a weaker melee option and a Lightning Bolt spell, which is not melee (and indeed, the Deacon shoots lightning occasionally).
1) Slow spell crashes the game
2) Herbalist and its 1st promo don't have class description. Second promo - still waiting for test.
3) Deacon of the Deep (Ironfist Baa miniboss) has some overpowered melee attack, which sends 200 hp chars into -100 hp range. The description of the monster mentions a weaker melee option and a Lightning Bolt spell, which is not melee (and indeed, the Deacon shoots lightning occasionally).
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