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

Unread postby Tomsod » 05 Dec 2024, 08:21

I recall Grayface wrote a script that rolled all monster items on first map visit.

EDIT: late by 4 minutes, alas! On that topic, one thing I've toyed with is making monster loot semi-random - on first visit, they get a pool of say 10 items, and looting a corpse chooses one of these. It prevents the disappointment of getting a single elven toadstool from a dragon, but still disincentivizes spending two hours looting each kill (works best if multiloot is also disabled). Next month we should see how that works out in practice.
cthscr wrote: 04 Dec 2024, 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).
Exactly the same, then.

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

Unread postby cthscr » 05 Dec 2024, 09:12

Speaking about obtaining artifacts. There was a report by Xfing about an artifact in Antagarich chest that doesn't give you one in MM7. Reason is that chest has random artifact-level item, but map setting (Tres) reduces it to level 2. Both MM8 and MM6 never reduces artifact-level items.

Code: Select all

-- MM8
MapTres:    0   1   2   3   4   5   6
ItemLvl1:  1-1 1-1 1-1 1-1 1-1 1-1 1-1
ItemLvl2:  1-1 1-2 2-2 2-2 2-2 2-2 2-2
ItemLvl3:  1-2 2-2 2-3 3-3 3-3 3-3 3-3
ItemLvl4:  2-2 2-2 3-3 3-4 4-4 4-4 4-4
ItemLvl5:  2-2 2-2 3-4 4-4 4-5 5-5 5-5
ItemLvl6:  2-2 2-2 4-4 4-5 5-5 5-6 6-6
ItemLvl7:  7-7 7-7 7-7 7-7 7-7 7-7 7-7
-- MM7
1: 1-1 1-1 1-1 1-1 1-1 1-1 1-1
2: 1-1 1-2 2-2 2-2 2-2 2-2 2-2
3: 1-2 2-2 2-3 3-3 3-3 3-3 3-3
4: 2-2 2-2 3-3 3-4 4-4 4-4 4-4
5: 2-2 2-2 3-4 4-4 4-5 5-5 5-5
6: 2-2 2-2 4-4 4-5 5-5 5-6 6-6
7: 2-2 2-2 7-7 7-7 7-7 7-7 7-7
-- MM6
1: 1-1 1-1 1-1 1-1 1-1 1-1 1-1
2: 1-1 1-2 2-2 2-2 2-2 2-2 2-2
3: 1-2 2-2 2-3 3-3 3-3 3-3 3-3
4: 2-2 2-3 3-3 3-4 4-4 4-4 4-4
5: 2-3 3-3 3-4 4-4 4-5 5-5 5-5
6: 3-3 3-4 4-4 4-5 5-5 5-6 6-6
7: 7-7 7-7 7-7 7-7 7-7 7-7 7-7
(Thanks to SwineFlu for MM6 and MM7 offsets)

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

Unread postby GothiCa » 06 Dec 2024, 12:43

Sorry for my inexperience - how to use this file? "Fixed Monster Treasure.lua"

*maybe figured it out: Scripts/Global... right?

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

Unread postby Xfing » 08 Dec 2024, 21:42

cthscr wrote: 05 Dec 2024, 09:12 Speaking about obtaining artifacts. There was a report by Xfing about an artifact in Antagarich chest that doesn't give you one in MM7. Reason is that chest has random artifact-level item, but map setting (Tres) reduces it to level 2. Both MM8 and MM6 never reduces artifact-level items.
Yeah, the one by the obelisk in Erathia. I never figured it was supposed to contain artifacts before I played the merge, because it doesn't do that in vanilla. Nice to know why that's the case. Another related thing I mentioned though is that in the merge it's possible to obtain endless copies of artifacts, while vanilla tended to be pretty good at avoiding that (one copy spawned, then goodbye). Obviously the former system had its flaws and even now artifacts you don't have yet are prioritized, but for one thing what's always bothered me is that you can obtain artifacts/relics from stalt-laced ore, just because it generates treasure level 6 items. Would be nice to put some exception in the code for that

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

Unread postby Xfing » 08 Dec 2024, 21:54

GothiCa wrote: 22 Nov 2024, 12:59 Image

Salute to all! Can something be done about this?

Excellent! Thank you very much!
For this, the offsets in the item tables would have to be changed. I remember playing with that a long time ago when I was making tiers for remaining equipment such as gems etc, but I don't think I touched Yoruba for female paperdolls. What an amazing repaint btw

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

Unread postby Vodun » 10 Dec 2024, 14:06

Good day.

I've installed the newest version of MM678 Merger and started in MM6 era. Quite sadly the game slows horrible at moments, especially when there is a lot of enemies on the screen or close by. Is there some way to remedy this? I got quite good pc, that can launch Cyberpunk on HIGH so that's probably not the hardware issue (not to mention recently did the marathon of MMX, MM9, MM8 and MM7 that all run smoothly). Help would be greatly appreciated.

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

Unread postby Rodril » 10 Dec 2024, 18:01

Vodun wrote: 10 Dec 2024, 14:06 I've installed the newest version of MM678 Merger and started in MM6 era. Quite sadly the game slows horrible at moments, especially when there is a lot of enemies on the screen or close by. Is there some way to remedy this? I got quite good pc, that can launch Cyberpunk on HIGH so that's probably not the hardware issue (not to mention recently did the marathon of MMX, MM9, MM8 and MM7 that all run smoothly). Help would be greatly appreciated.
Hello. Most probably you have to switch compatibility mode of mm8.exe and MM8Setup.exe to WinXP SP 2 or higher. If it won't help, tell me, please.

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

Unread postby cthscr » 18 Dec 2024, 09:32

Vanilla bug (both MM7 and MM8): Player spellbuffs greater than 19 aren't cleared after rest. Fix:

Code: Select all

mem.asmpatch(0x48FEDE, "push 0x1B")

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

Unread postby Tomsod » 18 Dec 2024, 11:52

cthscr wrote: 18 Dec 2024, 09:32 Vanilla bug (both MM7 and MM8): Player spellbuffs greater than 19 aren't cleared after rest.
I've reported this to Grayface like two years ago. Hopefully he'll resume maintaining the patch some day, this kind of thing should be fixed there instead of MMExt or any other mods.

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

Unread postby Vodun » 19 Dec 2024, 21:39

Hello. Most probably you have to switch compatibility mode of mm8.exe and MM8Setup.exe to WinXP SP 2 or higher. If it won't help, tell me, please.
It was, now everything works just great :)
Thank you.

This mod is quite amazing :D

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

Unread postby EstelRandir » 25 Dec 2024, 05:54

I am updating after several years. I just want to make sure I am getting all the files required. The first post states:

"How to install:
1. Install GOG version of Might and Magic VIII (it is not recommended to install the game into "Program Files" folder).
2. Copy mod files into MM8 folder, replacing existing.
3. Apply 30.10.2024 patch - extract into your game folder, replacing existing files.
4. Set compatibility mode of MM8.exe and MM8Setup.exe to win XP SP2. First launch might take extra time.
[Optional] - download localization files, links below."

But does 30.10.2024 patch include the following patches?

"Update notes:
23.07.2023
05.11.2023
patch 05.10.2024, includes patches 16.01.2024, 13.01.2024, 05.01.2024".


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

Unread postby EstelRandir » 26 Dec 2024, 05:08

raekuul wrote: 25 Dec 2024, 14:00It does, yes
Thanks! One of the patch notes states:

MM6:
-- volcano functionality in New Sorpigal have been restored;

Does this mean the volcano with the obelisk? And I assume that it will sometimes throw out red particles like the one in Jadame starting island? If so, it must not be very often.

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

Unread postby ThomasNoob » 27 Dec 2024, 09:41

EstelRandir wrote: 26 Dec 2024, 05:08
raekuul wrote: 25 Dec 2024, 14:00It does, yes
Thanks! One of the patch notes states:

MM6:
-- volcano functionality in New Sorpigal have been restored;

Does this mean the volcano with the obelisk? And I assume that it will sometimes throw out red particles like the one in Jadame starting island? If so, it must not be very often.
As far as I remember from original mm6 the vulcano was triggered by clicking on the buoy at the coast that is near to the vulcano. In mm7 8 you then had the boats and the canons to shoot on them.

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

Unread postby ThomasNoob » 27 Dec 2024, 17:26

I have a wish or feature request: change blasters to replace the ranged weapons like bows or cross bows on the characters and not like today the meele weapons and ranged attacks. For meele still the normal weapons could stay equiped and work in near combat. Would be super cool imo
Is it possible?
Last edited by ThomasNoob on 27 Dec 2024, 17:29, edited 1 time in total.

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

Unread postby EstelRandir » Yesterday, 02:17

Speaking of "feature requests". Many might find this one odd, but it would be interesting to have a mod that resets all the quest/progress status as if you were starting a fresh game. But your characters retain all the items, skills, etc. Would make skill point farming more interesting. Just for fun, I am trying to max out my party members primary skills to max level (80). It's a lot of armegeddon farming, lol.

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

Unread postby justl » Yesterday, 09:14

EstelRandir wrote: Yesterday, 02:17 Speaking of "feature requests". Many might find this one odd, but it would be interesting to have a mod that resets all the quest/progress status as if you were starting a fresh game. But your characters retain all the items, skills, etc. Would make skill point farming more interesting. Just for fun, I am trying to max out my party members primary skills to max level (80). It's a lot of armegeddon farming, lol.
At the end of one off the games completion cycles you can always get rid of all your items (Questitems, Scrolls, etc.) by giving them to npcs at the Adventurers Inn.
This way you have an almost new cycle of the game (Levels and Skills aside)
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. [upd. 05.11.2023]

Unread postby EstelRandir » Yesterday, 21:21

justl wrote: Yesterday, 09:14 At the end of one off the games completion cycles you can always get rid of all your items (Questitems, Scrolls, etc.) by giving them to npcs at the Adventurers Inn.
This way you have an almost new cycle of the game (Levels and Skills aside)
That will not reset the questline flags. For example, The Destroyer will still be defeated, Archibald will still be free, Harmondale Castle will still be yours and upgraded, etc, etc.


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