<< MM6 - MM8 >>
[+] High resolution rendering in Hardware 3D in 32 bit color mode. 32 bit color is supported in windowed and borderless modes. Can be turned off by adding "SupportTrueColor=0" to INI. You can specify RenderMaxWidth and RenderMaxHeight options to limit maximum rendering resolution if you experience problems with FPS. Hidden options ScalingParam1 (3 by default) and ScalingParam2 (0.2 by default) control crispness of UI scaling.
[+] BorderlessFullscreen option makes the game run in your standard resolution, stretched to full screen (with black borders when needed). Set it to 0 to disable.
[+] WindowWidth and WindowHeight options control window size in windowed mode. Value of -1 means calculate automatically based on aspect ratio.
[+] Movies are smoothly stretched to any window size. To turn off in old full screen mode, add "SmoothMovieScaling=0" to INI, for windowed mode add "CompatibleMovieRender=0" (not recommended!).
[+] Custom SND and VID archives that work just like custom LOD archives.
[+] TurnBasedSpeed (for monsters' turn) and TurnBasedPartySpeed (for party turn) can help you speed up the combat.
[+] When switching from mouse look to 'standard mode' the mouse would start at screen center if over 10 seconds have passed since last switch. Otherwise it will return to its last position. Number of seconds is controlled by hidden MouseLookRememberTime option.
[+] While right mouse button is pressed the mouse look is now deactivated, letting you easily check active spells, current time or perform an action by pressing left mouse button while still holding the right button. Set MouseLookWhileRightClick=1 to keep mouse look active.
[+] PlayMP3 option now supports WAV files in Music folder. WAVs always loop properly.
[+] Another approach to fixing chests: now chest contents are reordered to make most valuable items be put into the chest first. This can be disabled by setting FixChestsByReorder=0.
[+] Black potion isn't wasted if it has no effect.
[+] Infinite view distance in dungeons (monsters don't disappear when they are too far).
[+] FixInfiniteScrolls hidden option controls corresponding fix.
[-] Fixed problems with timers: timer countdown was reset if you visited the location before the timer period passes; in MM6, upon revisiting the map late into in the game, wells could be used a huge number of times; in MM8 timers not related to refill were working differently than in other games. Add "FixTimers=0" to INI to disable the fix.
[-] My bug: *.evt and *.str weren't loaded correctly from DataFiles.
[-] Monsters are unlikely to jump from a bridge into lava now. Hidden "MonsterJumpDownLimit" controls the height from which they won't jump (500 by default).
[-] Jumping height reduced a bit, because the party started jumping too high after movement rounding fix. Also, "FixMovement=0" hidden option added that returns vanilla movement.
[-] Dragons and some spells couldn't target rats.
[-] Crash with sprites with scale too small (happens with MM6HD).
[-] Town Portal wasting player's turn even if you cancel the dialog.
[-] EVT commands couldn't operate on some skills.
[-] Crash on exit.
[*] Some options made 'hidden' to reduce INI clutter.
<< MM7, MM8 >>
[+] Mipmapping in D3D, controlled by "MipmapsCount" option. Value of 3 is optimal. Bigger values lead to less flickering at distance, but reduce resolution too much. Set to 1 to disable, as it was in original game. Set to -1 to generate a lot of mipmaps.
[-] There's was a small semi-transparent black contour around sprites and sea shore in Hardware 3D mode.
[-] Broken but unidentified items were green instead of red if you go to a shop to repair them.
[-] Casting Telepathy spell or stealing from a monster used to prevent you from finding random items in its corpse.
[-] Light gray blinking in full screen on some computers.
[-] Arcomage crashing, hanging.
[-] Loading game while in movement phase of turn based mode leading to inability to cast spells.
[-] Monsters summoned by other monsters had wrong monster as their ally.
[-] The game was using "asynchronous" mouse handling incompatible with mouse look of the patch if "D3D Device" = 1 in the registry. Hidden "DisableAsyncMouse" patch option controls this.
[-] items.txt: now special items accept standard English "of ..." strings. This should fix them missing their attributes in some localizations.
[-] Shops were unable to fix some artifacts.
[-] Lava was hurting players in air.
[-] Memory leak in mipmaps generation code.
[*] ReputationNumber option now shows positive values for good reputation. It showed negative values before, just like it's represented internally in the game.
<< MM8 >>
[-] Sky bitmap getting reset each time the game is loaded. To turn off the fix, add FixSkyBitmap=0 line to mm8.ini.
[-] Flute was making Heal sound.
[-] Opening spell book and pessing "Quick Spell" key used to set quick spell to -1, causing a crash when you enter character screen.
[-] My semi-bug: roster.txt and pcnames.txt weren't loaded from DataFiles.
[-] Monsters couldn't cast Paralyze spell, but were wasting their turn.
[-] My bug: Since some version of my patch movies were immediately cancelled when shown by a dialog option click, as in original MM8.
[-] My bug: ProgressiveDaggerTrippleDamage fix didn't work in MM8.
[-] Unicorn King was appearing before obelisks are taken and respawning. Add FixObelisks=0 to INI to disable the fix.
<< Fixes in maps >>
[-] Smuggler's Cove, Dragon Hunter's Camp, Dragon Cave, Necromancers' Guild, Temple of the Sun (d07, d16, d17, d19, d22): Making guards mad, saving and then reloading was making them peaceful again, until you exit the map once.
[-] Smuggler's Cove (d07): Wererats were aggressive after you deliver the Blackmail letter and reenter.
[-] Trash Heap required Repair skill instead of Perception to loot safely. Some kinds of "Trash Heap" outputting "Poisoned!" and "Nothing Here" instead of "Diseased!".
[-] Dagger Wound Island, Ravenshore, Alvar, Ironsand Desert, Shadowspire (out01, out02, out03, out04, out06): Some trees/flowers/rocks with secrets required Repair skill instead of Perception to loot successfully.
[-] Ravenshore (out02): Pirates invasion was happening right away if you return from Regna to Ravenshore before sinking the fleet, now it happens if 2 months pass, as it was supposed to. Now you don't have to take all items from the Vault of Time at once as it doesn't disappear anymore.
[-] Plane of Earth, Abandoned Pirate Keep (eleme, d32): Duplicate chest.
[-] Church of Eep (d46): front side of the chest didn't react to mouse.