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).
Ossie
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Unread postby Ossie » 07 Apr 2025, 02:16

StormyG7 wrote: 20 Nov 2021, 18:02 Antigarach obelisk treasure doesn't work for me. I'm on the community-master branch.

EDIT: Disregard, loaded my game and it worked
It's definitely still screwy, need to keep reloading/changing maps until it finally randomly shows up

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

Unread postby Daedros » 09 Apr 2025, 08:15

Albeoris wrote: 09 Mar 2025, 21:58 But since racial bonuses don't take into account class progression and completed quests, a vampire druid can immediately become a grand master. :(
I can give the vampire-druid class vampire abilities, but it would be weird to get a vampire GM from druid progression. ._.

A good idea would be to make Nosferatu a race, not a class. In this case, Vampire would give a master, and Nosferatu would give a grand master.
The problem with that approach, is Vampire Necromancers. Once a Necromancer transforms into a Lich, it also sets his Race as Lich, so he loses the ability to train his Vampire skill to higher ranks (Normal - Expert - Master- Grandmaster). So you want to hit GM Vampire skill before becoming a Lich (Mist Form is incredibly useful for Liches, and is basically the whole reason why you'd want to start as the Vampire race for a Necromancer). Changing "Nosferatu" to a Race as well though, would lock Vampire Necromancers out of the ability to learn GM Vampire skill before becoming a Lich.

Mist Form makes you immune to Physical Damage (which is a Lich's greatest vulnerability), while also making you unable to dish out melee/bow Physical damage (the vast majority of a Lich's damage output is magical though).

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

Unread postby toadking » 11 Apr 2025, 07:01

Hi, all,
I found if Interface=3 is selected (the one like MM6 UI) on the "Interface Settings" panel, below issues will be happened:
1. When casting flying magic, there is no icon displaying the screen.
2. When there are more than two party members, if the group magic is casted, the magic animation position will be slightly to the right in the middle, not directly above the person's avatar.

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

Unread postby toadking » 31 minutes ago

toadking wrote: 11 Apr 2025, 07:01 Hi, all,
I found if Interface=3 is selected (the one like MM6 UI) on the "Interface Settings" panel, below issues will be happened:
1. When casting flying magic, there is no icon displaying the screen.
2. When there are more than two party members, if the group magic is casted, the magic animation position will be slightly to the right in the middle, not directly above the person's avatar.
There are 13 files in my folder "Data\Additional UI"

Code: Select all

 6UI.EnglishD.lod              6UI.icons.lod                    6UI.icons.UI.lod              7UI.icons.lod
7UI.icons.UI.lod              7UIdark.icons.lod             7UIdark.icons.UI.lod          7UIlight.icons.lod
7UIlight.icons.UI.lod         alchemy.icons.lod             alchemy.sprites.lod           revamp.6UI.icons.lod
revamp.7UI.icons.lod
Issue 1 can be fixed by copying sp21a10 to sp21a80 from the file Data\icons.lod and replacing sp21a10 to sp21a80 in files "Data\Additional UI\6UI.icons.lod". Just the icon of flying spell has been changed to the style of MM8 after this.


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