Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
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- Leprechaun
- Posts: 4
- Joined: 03 Jul 2022
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
I have an issue with the mod that I hope you all can help me with.
It started happening after I started a second party.
Basically, every school of magic shop is stuck at offering only 1 expert level spell (regeneration for body magic, jump for air magic, etc).
Regardless of how many resets of the shop I do (via load game or time passing), there is only ever 1 expert spell (with one or more copies).
Also, no spell shop, regardless of it's tier, offers more than basic spells and the expert spell it's stuck with.
I tested it across multiple maps, new games, etc. same thing.
I'm playing in MM6 if that makes any difference.
It started happening after I started a second party.
Basically, every school of magic shop is stuck at offering only 1 expert level spell (regeneration for body magic, jump for air magic, etc).
Regardless of how many resets of the shop I do (via load game or time passing), there is only ever 1 expert spell (with one or more copies).
Also, no spell shop, regardless of it's tier, offers more than basic spells and the expert spell it's stuck with.
I tested it across multiple maps, new games, etc. same thing.
I'm playing in MM6 if that makes any difference.
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- Leprechaun
- Posts: 4
- Joined: 03 Jul 2022
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 19.04.2020]
This is exactly what I'm experiencing with spell book spawning as well. Which is concerning since this post was made a long time agofkirenicus wrote: ↑04 Jun 2020, 19:02 So I should perhaps reinstall and NOT install GreyFace's patches (which is clearly stated are optional), and remove the mouse settings from GreyFace's patches from the registry?
Also I am wondering if there is a bug concerning spell book spawning (in Enroth) in shops? I seem to be able only to get Remove Curse as the Expert spell for Spirit at least in New Sorpigal and Castle Ironfist. Same goes for Regeneration for Body Magic, and Charm for Mind Magic, respectively. Actually, it seems to happen in Mist as well: Fire Magic: Haste; Air Magic: Jump; Water Magic: Water Walk.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
How can i rank up Monk in MM6? I could not find anyone. Initiate or Ninja or Master.
Last edited by mmcrazy on 27 Nov 2024, 20:04, edited 1 time in total.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Monk, Thief, and Ranger can only be ranked up in Antagarich.
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- Leprechaun
- Posts: 4
- Joined: 03 Jul 2022
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Seems like the Scholar NPC does not provide identify item in mm6 as it should. Have not tested in 7 or 8.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Hello friends!
Here's a question: my necromancer from MM8 drank black bottles of air/fire protection - everything is great!
When he became a lich - he refuses to drink water/earth bottles (the inscription says it's the second time he's taking it)..
He drinks body/mind perfectly (even though he has immunity)
Here's a question: my necromancer from MM8 drank black bottles of air/fire protection - everything is great!
When he became a lich - he refuses to drink water/earth bottles (the inscription says it's the second time he's taking it)..
He drinks body/mind perfectly (even though he has immunity)
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
This post is mostly so that there's one consolidated reference for the Revamp version of Jadamian promotion quests.
Knight -> Cavalier - Quest Giver: Garret Deverro (Garrote Gorge, Avalon's Residence). New to Revamp
Cavalier -> Champion - Quest Giver: Leane Stormlance (Garrote Gorge, Stormlance Residence). Quest from MM8
Dragon -> Flight Leader - Quest Giver: Bazalath (Garrote Gorge Dragon Cave, Ishton's Cave). New to Revamp
Flight Leader -> Great Wyrm - Quest Giver: Deftclaw Redreaver (Garrote Gorge Dragon Cave, Dragon Leader's Cavern). Quest from MM8
Acolyte of Light -> Cleric of Light - Quest Giver: Alycon Brinn (Murmurwoods, Verish's House). New to Revamp
Cleric of Light -> Priest of Light - Quest Giver: Stephen (Murmurwoods, Snowtree Residence). Quest from MM8
Dark Adept -> Necromancer - Quest Giver: Aversahra (Shadowspire, Roberts Residence). New to Revamp
Necromancer -> Power Lich(?) - Quest Giver: Vetrinus Taleshire (Shadowspire, Taleshire Hall). Quest from MM8
Vampire -> Elder Vampire - Quest Giver: Tithone Vamaranti (Ravenshore, House Memoria). New to Revamp
Elder Vampire -> Nosferatu - Quest Giver: Lathaen (Shadowspire, House of Lathaen). Quest from MM8
Minotaur -> Minotaur Headsman - Quest Giver: Ferris (Balthazar Lair, Ferris' House). New to Revamp
Minotaur Headsman -> Minotaur Lord - Quest Giver: Tessalar (Balthazar Lair, Tessalar's House). Quest from MM8
Barbarian -> Berserker - Quest Giver: Volog Sandwind (Ironsand Desert, Schmecker's Hovel). Quest from MM8
Berserker -> Warmonger - Quest Giver: Hobb Sandwind (Ironsand Desert, Schmecker's Hovel). New to Revamp
Deerslayer -> Pioneer - Quest Giver: Jallije Leafcatcher (Alvar, Oscleton Residence). New to Revamp
Pioneer -> Pathfinder - Quest Giver: Relburn Jeebes (Alvar, Blackthorne Estate). Quest from MM8
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Monk Dodging skill gives no armor bonus when skill up (tried at basic)... Any fix? Works at expert and master. Only basic gives no armor bonus...
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Hello friends,I have two suggestions used as a reference:
1.The HP and SP of reanimated monsters remain the same as before. Can we reduce the HP and SP of reanimated monsters? For example, killing a high-level monster and reanimating it greatly reduces the difficulty of the game in many case.
2.Before entering a new map, when the progress bar is about to end and the map is not yet displayed, the team members warning mark is green and can cast magic. This mechanism is very useful, for example, when entering the "Mad Necromancer's Lab" from the Bone Dragon Pile on the map "Shadowspire", we first select a mage who can cast invisibility, and then when the progress bar is almost over, the warning mark is green, and we can quickly cast the "invisible" magic by pressing the C key,so the team successfully stealthily entered the "Mad Necromancer's Lab".Although this action is very useful, is it better to set the warning mark to yellow by default before entering a new map?
1.The HP and SP of reanimated monsters remain the same as before. Can we reduce the HP and SP of reanimated monsters? For example, killing a high-level monster and reanimating it greatly reduces the difficulty of the game in many case.
2.Before entering a new map, when the progress bar is about to end and the map is not yet displayed, the team members warning mark is green and can cast magic. This mechanism is very useful, for example, when entering the "Mad Necromancer's Lab" from the Bone Dragon Pile on the map "Shadowspire", we first select a mage who can cast invisibility, and then when the progress bar is almost over, the warning mark is green, and we can quickly cast the "invisible" magic by pressing the C key,so the team successfully stealthily entered the "Mad Necromancer's Lab".Although this action is very useful, is it better to set the warning mark to yellow by default before entering a new map?
Last edited by toadking on 04 Dec 2024, 01:30, edited 1 time in total.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
At least in vanilla MM7, reanimated monsters get at most (Dark skill level) * 10 * (Dark skill mastery + 1) HP. But it's too generous, as the monster will not be raised at all if its level is above 10% of this limit, and for most monsters their level is higher than 10% of their max HP. So it's only noticeable with some endgame enemies. Lowering this HP limit could be fair.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
I never knew that level directly played a factor in the reanimation calculation; I had only ever succeeded in reanimations if the total HP to be revived exceeded the monster's HP so I have never actually seen a "partial" reanimation.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
The reanimated monster should be weaker than when it was alive. Maybe we could set the HP and SP of reanimated monsters to fluctuate between 50% and 90% of FullSP/FullHP based on the caster's abilities(Dark skill level and mastery).Tomsod wrote: ↑03 Dec 2024, 14:51At least in vanilla MM7, reanimated monsters get at most (Dark skill level) * 10 * (Dark skill mastery + 1) HP. But it's too generous, as the monster will not be raised at all if its level is above 10% of this limit, and for most monsters their level is higher than 10% of their max HP. So it's only noticeable with some endgame enemies. Lowering this HP limit could be fair.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
As I said, it's only noticeable with monsters above level 70. But yeah, it checks the level, despite description only talking about HP.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
In MM8 reanimate condition is (2,3,4,5)*skill >= monster level. HP is min((20,30,40,50)*skill, monster max HP).
As usual, if someone wants to change spell variables in Revamp - use Data/Tables/SpellsExtra.txt. https://gitlab.com/cthscr/mmmerge/-/wik ... -reanimate
As usual, if someone wants to change spell variables in Revamp - use Data/Tables/SpellsExtra.txt. https://gitlab.com/cthscr/mmmerge/-/wik ... -reanimate
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Thank you, it seems that as the skills of the team members who cast magic become higher and higher in the later stage, the reanimated monsters are all full of HP and SP. It would be even better if the upper limit is limited to 90% FullHP and 90% FullSP.cthscr wrote: ↑Yesterday, 10:38 In MM8 reanimate condition is (2,3,4,5)*skill >= monster level. HP is min((20,30,40,50)*skill, monster max HP).
As usual, if someone wants to change spell variables in Revamp - use Data/Tables/SpellsExtra.txt. https://gitlab.com/cthscr/mmmerge/-/wik ... -reanimate
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Hello friends!
I constantly replay this wonderful mod with first level heroes, since it is highly recommended not to level up on 200% difficulty (monsters become very strong).
It's just fun and happiness! Thank you!
I lack two things to make the perfect game - is it possible to implement this? (if necessary, I can pay for the work and the time spent):
1) There is nowhere to spend experience, therefore there is no point in totally killing monsters.
Suggestion: put a well in any world in which experience is exchanged for, for example, horseshoes or diamonds, circus pyramids or something useful..
2) I can't force myself not to reboot when picking up the corpses of the first killed dragons (when the equipment is still weak) or when exchanging gold pyramids for things..
Suggestion: is it possible to make a load (technically entering the world) minus 10,000 gold or another amount..
Ideally, I would remove saving altogether (leaving autosave).
I constantly replay this wonderful mod with first level heroes, since it is highly recommended not to level up on 200% difficulty (monsters become very strong).
It's just fun and happiness! Thank you!
I lack two things to make the perfect game - is it possible to implement this? (if necessary, I can pay for the work and the time spent):
1) There is nowhere to spend experience, therefore there is no point in totally killing monsters.
Suggestion: put a well in any world in which experience is exchanged for, for example, horseshoes or diamonds, circus pyramids or something useful..
2) I can't force myself not to reboot when picking up the corpses of the first killed dragons (when the equipment is still weak) or when exchanging gold pyramids for things..
Suggestion: is it possible to make a load (technically entering the world) minus 10,000 gold or another amount..
Ideally, I would remove saving altogether (leaving autosave).
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
alternatively we could make it deterministic so that a given situation always yields the same result for a given new game (no matter how many times you reload that dragon corpse with that party it'll always give the same boots of plenty...)
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Also, complementing just out of curiosity, I'll mention that this is just what happened to the town Peasants in MMMerge, in relation to the originals. At least in current Base MMMerge, walking Peasants designed to hold jobs will only Reset after about 1 Month or, naturally, after full Map Reset; so, Save-Load Scum or Enter-Exit Map by whichever mean doesn't work anymore to Reset their jobs. I find this makes the game more challenging and even more roleplayable --an insightful modification in my opinion.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
That would be wonderful!
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
It's a good idea to deal with high-level monster's corpses, although it is a pleasure to pick up their corpses in order to get some artifacts, but some of them will affect the balance of the game. A typical example: at the beginning of MM7, all team members can obtain artifacts each by continuously picking up red dragon corpses in the dragon's lair on Emerald Island, the challenge of the game has greatly decreased in the future.
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