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
War Dancer
War Dancer
Posts: 353
Joined: 31 Jul 2020

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.

cthscr
Golem
Golem
Posts: 618
Joined: 12 Jan 2020

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)

GothiCa
Leprechaun
Leprechaun
Posts: 8
Joined: 01 Apr 2024

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?

User avatar
Xfing
Vampire
Vampire
Posts: 938
Joined: 04 Jul 2011

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

User avatar
Xfing
Vampire
Vampire
Posts: 938
Joined: 04 Jul 2011

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

User avatar
Vodun
Lurker
Lurker
Posts: 2
Joined: 10 Dec 2024

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.

Rodril
Swordsman
Swordsman
Posts: 580
Joined: 18 Nov 2016

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.

cthscr
Golem
Golem
Posts: 618
Joined: 12 Jan 2020

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
War Dancer
War Dancer
Posts: 353
Joined: 31 Jul 2020

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.

User avatar
Vodun
Lurker
Lurker
Posts: 2
Joined: 10 Dec 2024

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

EstelRandir
Leprechaun
Leprechaun
Posts: 27
Joined: 17 Feb 2019

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

Unread postby EstelRandir » Yesterday, 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".



Return to “Might and Magic”

Who is online

Users browsing this forum: No registered users and 2 guests