GrayFace MM6 Patch v2.5.7 [Mar 4, 2022]

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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vladimir-maestro
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Unread postby vladimir-maestro » 11 Mar 2010, 16:30

yes it is.
now spells could be corrected easily...but do not try to cheat!!!
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.

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GrayFace
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Unread postby GrayFace » 13 Mar 2010, 06:37

I didn't know Psychic Shock has wrong damage in MM6.
vladimir-maestro wrote:now spells could be corrected easily...but do not try to cheat!!!
I haven't uploaded that version of MMExtension yet.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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UndeadHalfOrc
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Unread postby UndeadHalfOrc » 13 Mar 2010, 14:32

GrayFace wrote:I didn't know Psychic Shock has wrong damage in MM6.
I might be confusing MM7 bugs with MM6.

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UndeadHalfOrc
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Unread postby UndeadHalfOrc » 13 Mar 2010, 21:21

Bad news, the Free Haven bug still happens sometimes (for me, it outright crashes the game)

Here's a savegame that makes it happen 100% of the time for me

http://pages.infinit.net/plague/save005.mm6

This game was created from scratch and I went to straight to free haven pretty early in the game

It was saved in bootleg bay, not far from the free haven frontier.
No matter what happens, it always crash as soon as I go straight west.

Grayface, can the save game help you find the bug?

Everyone else, does this savegame make the game crash for you too using patch 1.9.1 ?

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UndeadHalfOrc
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Unread postby UndeadHalfOrc » 13 Mar 2010, 21:41

Just to make sure, I created another party from scratch and went straight to Free Haven, passing from Bootleg Bay. Still crashes. :(

http://pages.infinit.net/plague/save006.mm6

..... And I just found out that on these two save games, trying to go back to Ironfist ALSO crashes the game, so clearly something is wrong when the game changes region, not just to Free Haven specifically...


Where can I download version 1.8?

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GrayFace
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Unread postby GrayFace » 14 Mar 2010, 19:15

It's not the same bug. This one was in the game. Built-in memory manager was successfully hiding this and many other bugs before I switched to a good one in 1.9. Version 1.8 can only be found on my hard drive and maybe on some random sites.
Version 1.9.2 is released. The links are the same.

If someone is willing to test, here is an executable that may catch some bugs that are usually hidden in MM6:
http://sites.google.com/site/sergroj/mm ... ects=0&d=1
Basically, it may crash in some situations where the usual exe won't crash. You can get back to the usual 1.9.2 at any moment if the crash happens.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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UndeadHalfOrc
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Unread postby UndeadHalfOrc » 14 Mar 2010, 19:35

Well, 1.9.2 seems to work fine for this issue now, thanks!

In any case, I don't know why I didn't think of this earlier, but I can always revert to an older version to pass through a "crash-prone" area if it happens again. :)

There seems to be a new bug however, when you die, the loading screen (with the sorceress shooting a fireball at the demon) seems stuck there.

You can still load your last saved game using ESC, but you can't continue your current game in new sorpigal.

Tried the Deathmovie option on and off, and I could get the bug to appear for both.

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UndeadHalfOrc
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Unread postby UndeadHalfOrc » 14 Mar 2010, 20:21

I've found a workaround though, in the event I want to continue the game: SAVE the game, then reload it, and there, you're in new sorpigal, with no money :)

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Unread postby UndeadHalfOrc » 14 Mar 2010, 20:23

A new bug: the game crashes if your save directory is empty

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GrayFace
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Unread postby GrayFace » 15 Mar 2010, 22:55

Thanks for the reports! Version 1.9.3 is uploaded.
UndeadHalfOrc wrote:There seems to be a new bug however, when you die, the loading screen (with the sorceress shooting a fireball at the demon) seems stuck there.
I introduced this bug with my incorrect fix of the sound bug in 1.9.2. Now it should be ok.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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Unread postby sephirothalex » 20 Mar 2010, 19:20

ok, so i seem to have everything with the patch working well, but for some reason music won't play. i tried the mp3 fix as described in the readme, and it's still not working, any ideas?

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Unread postby UndeadHalfOrc » 27 Mar 2010, 21:53

GrayFace, I noticed that when dual-wielding a Spear/Trident/Halberd and a Sword, or an Axe and a Sword, while the damage calculation and recovery times are perfect, the attack bonus is weird: I have a noticed that it will always give me only the bonus of the Sword skill, ignore the bonus of my apear/axe skill. It will correctly give all the bonus of accuracy, bless, and the weapons themselves though.

For instance: My knight is a spear master and sword master. After attaining sword master level 10 I stopped putting points into it because the minimum recovery time was reached (swords start at 90, spears never get any faster than 80, and the slowest weapon determines your swing speed). So I put all points into spear for maximum damage, but the attack bonus NEVER increases as long as I hold a sword in my left hand. If I put points into swords it will increase but I don't wanna do that since it doesn't increase damage.

Is that indended? I know that in some older version of MM7, both skill bonuses were added.

sephirothalex:Create a DataFiles folder and stick the MP3s in there.

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GrayFace
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Unread postby GrayFace » 28 Mar 2010, 02:24

Are you sure points you invest in Spear do affect damage? :|
As far as my research went, investing in Spear gives you nothing at all. Only Sword skill affects Attack and Damage when dual-wielding. The slowest weapon is determined by the initial speed of weapon itself, so you can get recovery time less then 80 by increasing Sword skill.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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UndeadHalfOrc
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Unread postby UndeadHalfOrc » 28 Mar 2010, 03:44

GrayFace wrote:Are you sure points you invest in Spear do affect damage? :|
As far as my research went, investing in Spear gives you nothing at all.
Only Sword skill affects Attack and Damage when dual-wielding.
I am quite sure, I've made many tests. When dual wielding: Investing in spear increases damage and armor class (not attack bonus). Investing in sword increases attack bonus, not damage. As far as damage goes, this is how it should be according to how the skill works, swords don't get damage increases by investing points.

Here let me show you my save game. On the stat screen it says: (when not using any mods. of course)
The Knight's attack bonus 59, deals 77-98 damage, recovery time 70.
The Archer's attack bonus is 56, deals 66-79 damage, recovery time 80.
The Paladin's attack bonus is 58, deals 70-80 damage, recovery time 78.
http://pages.infinit.net/plague/save001.mm6

GrayFace wrote:The slowest weapon is determined by the initial speed of weapon itself, so you can get recovery time less then 80 by increasing Sword skill.
Ahh, ok, just tested that, you are quite correct there, for spear/sword combo it did continue to reduce recovery time by investing in sword. But not damage. And my Axe/Sword dual wielders need to invest in Axe to reduce both recovery time AND increase damage.

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Unread postby ShadowLiberal » 03 Apr 2010, 15:21

I just installed M&M6 and this patch on my Windows 7 computer and I'm also noticing that spears don't get your spear skill added to your attack bonus like the description says it should.

Also maybe it's on purpose, I don't know, but wielding 2 swords gives me the same attack bonus as wielding just one sword, not sure if it's supposed to be that way or not, but figured I'd mention it.

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Unread postby UndeadHalfOrc » 03 Apr 2010, 16:35

ShadowLiberal wrote:I just installed M&M6 and this patch on my Windows 7 computer and I'm also noticing that spears don't get your spear skill added to your attack bonus like the description says it should.

Also maybe it's on purpose, I don't know, but wielding 2 swords gives me the same attack bonus as wielding just one sword, not sure if it's supposed to be that way or not, but figured I'd mention it.
Yep, only the skill of the left handed weapon (the sword in this case)used for attack bonus.
BUT if you use a spear or an axe alone, their corresponding skill is used correctly.

BUT!! You know, after giving it some thought, I really don't want Grayface to put attack bonuses exactly the way they were originally (two separate skills adding up their attack bonuses), for this reason:
Why should it be easier to hit something with both weapons at once, than with only one of those weapons? It doesn't really make logical sense to have 65 combined attack bonus when wielding an axe + a sword, when otherwise wielding a two handed sword would only yield about 40. If these two weapons landed two separate attacks, they would EACH have their own attack skills and their own chance to hit, so the chance of landing TWO blows in one round would actually LOWER, but MM6 "melds" both weapons into one single attack with one single recovery time, and one single combined damage. See where I'm getting?

And if we go back to the way it was, should a person wielding two swords (or two daggers) receive the same bonus twice to compete with the people wielding two different kind of weapons?

The way it works now is actually very close to the way I'd like it to work. It's certainly way more realistic than how it works in MM7/MM8. So I'd much prefer Grayface to not do anything than to revert it back to how MM7/MM8 does it.

With that said, I would simply suggest this small change: IGNORE the *skill given* attack bonus of the weapon held in the LEFT hand, and use the right hand weapon's *skill given* attack bonus instead.
The 1) damage increase from the left hand weapon itself, and 2) the attack bonus from the left hand weapon itself is more than enough of a incentive to use two weapons at once. The lionheart sword (strongest non-relic weapon you can place in your left hand) already gives you 12 free attack bonus.
When using an axe/spear and a sword, your axe/spear is your main weapon and the one you put the most points in to maximize damage. So it'd be nice to see attack bonus increase by 1 every time you dump 21 hard earned skill points into it just to increase 1 skill level from 20 to 21 :)

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ShadowLiberal
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Unread postby ShadowLiberal » 04 Apr 2010, 13:29

Oh alright, now I get it. I just tried using a spear alone and my spear skill was added to my attack bonus like it should. I just didn't understand how the damage/skill formula worked.
Why should it be easier to hit something with both weapons at once, than with only one of those weapons? It doesn't really make logical sense to have 65 combined attack bonus when wielding an axe + a sword, when otherwise wielding a two handed sword would only yield about 40. If these two weapons landed two separate attacks, they would EACH have their own attack skills and their own chance to hit, so the chance of landing TWO blows in one round would actually LOWER, but MM6 "melds" both weapons into one single attack with one single recovery time, and one single combined damage. See where I'm getting?
Yeah, realistically if you wield two weapons at once your foe might block one weapon with a shield but take damage from the other, but that's not the case with how it's done in MM6. I can see how it would get confusing trying to show if your character is 'ready' to attack again if they're only half ready because of different recovery times for each hand.

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GrayFace
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Unread postby GrayFace » 04 Apr 2010, 18:08

UndeadHalfOrc wrote:You know, after giving it some thought, I really don't want Grayface to put attack bonuses exactly the way they were originally (two separate skills adding up their attack bonuses)
My patch doesn't change the way Attack bonuses are calculated. The only thing changed is recovery time for 2 weapons.
UndeadHalfOrc wrote:When using an axe/spear and a sword, your axe/spear is your main weapon and the one you put the most points in to maximize damage. So it'd be nice to see attack bonus increase by 1 every time you dump 21 hard earned skill points into it just to increase 1 skill level from 20 to 21 :)
I don't like this idea. I prefer Attack and Damage spread between two skills. It's a sort of compensation for dual-wielding.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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Unread postby GrayFace » 15 Apr 2010, 00:41

Version 1.10 is released. Got some mouse look.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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UndeadHalfOrc
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Unread postby UndeadHalfOrc » 20 Apr 2010, 14:05

GrayFace wrote: I prefer Attack and Damage spread between two skills. It's a sort of compensation for dual-wielding.
Well, I now fully agree with you sir, after realizing that a Druid who is dual-wielding a mace and a dagger can do some serious damage, but thankfully with a lower accuracy than just using a single mace like a cleric, and slower than if he attacked with 2 daggers like a sorcerer.

With my improved axe/spear/swords though, axe/sword combo is still superior to mace/dagger combo.


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