[Mod] Might & Magic VIII - Day of the serious Destroyer

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).

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Ser Ironfist
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[Mod] Might & Magic VIII - Day of the serious Destroyer

Postby Ser Ironfist » Jul 12 2014, 9:38

Hi guys,

Now I hope this will be a little bit more informative than before. :D "Day of the serious Destroyer" aims to make the game more challenging.

https://www.youtube.com/watch?v=Il1y-Vvb0V4&feature=youtu.be

stronger monsters
- changes to hp, spells etc.

I did not change every monster. Wasps for example are nearly the same as before. Others are a lot tougher, like ogres or gorgons.

variety
- for example you can find ogre brawlers and mages in Alvar and pirate shooters and mages in Daggerwound

I tried to use some of those monster, that actually don't appear very much in the vanilla game. I never had a real fight against a minotaur. Now I invented a little alliance between Regna and some minotaurs. :)
I got a new concept for the Plane between the Planes. Generally you will find a lot of monsters in areas where you don't expect them.

spells
- spells cost a lot more gold
- light and dark x4
- all other x2

npcs

- for example Devlin Arcanus has lost all his knowledge about dark magic and Ithilgore is level 1

I did not find another way to edit spells so I decided to make it a little harder to get them.

For installation simply copy the "EnglishT" file into your data folder and replace the old file.

Download it from here:
http://www.mightandmagicworld.de/phpbb/ftopic24883.html
(first post)
Last edited by Ser Ironfist on Mar 16 2015, 12:54, edited 8 times in total.

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Konfuzius
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Postby Konfuzius » Jul 12 2014, 14:20

That's cool, thank you :)

Years ago I made something similar to MM6 monsters to make the game more interesting but out of all MMs, Day of Destruction needed it the most.

I think these monster mods should be part of the "Might and Magic mods, projects and stuff (updated)" thread, otherwise I'm sure they will be forgotten sooner or later.


I don't know when my next MM8 is coming, but it will certainly have this mod :)

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Postby Arret » Jul 23 2014, 13:42

MM8 was pretty easy, but the biggest problem was the early access to abusive NPCs. If you remove Cauri, Blazen, and the first two dragons the game plays better, but is still far too easy.

Also what is the difference between this and the SURVIVAL mod?


http://www.celestialheavens.com/forums/ ... t=survival

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Postby the beavers1 » Jul 25 2014, 5:39

Arret wrote:Also what is the difference between this and the SURVIVAL mod?
http://www.celestialheavens.com/forums/ ... t=survival

well from what Ive read on this post, this one changes the spell prices, decreases the level or increased the levels of some of the NPC's, changes the Spawn locations of some, changes the spells of some, made buying certain spells more expensive, and overall this mod does some nit-picking changes compared to the other one that changes all of them by the same degree
"Rot in Hell You Penny Pinching Miser!"

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Postby Ser Ironfist » Jul 27 2014, 17:31

Sooner or later I'm going to upload a new version with some more changes. I will give more detailed information (screenshots) too. But I need to play the game once again before.

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Postby Variol » Jul 29 2014, 22:25

Ser Ironfist wrote:Sooner or later I'm going to upload a new version with some more changes. I will give more detailed information (screenshots) too. But I need to play the game once again before.


I look forward to it. :)

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Postby Ser Ironfist » Aug 8 2014, 17:38

I just replaced the old version by a new one. I also removed the 2x hp version, because I think it is not necessary.

In the following screenshots you can see some examples for the changes I made.

The new ogre hierarchy. The stacks are no more 3x fighter and 3x mage, but fighter, mage, fighter and mage, mage, fighter.
Image


Similar changes concerning pirates. You will meet a mix of common pirates, crossbowmen and wizards in Daggerwound Island.
Image


Other creatures got a new territory to spawn. For example in the Earth Plane I replaced boulders by juggernauts and juggernauts by others (I don't want to spoiler too much :D).
Image


Bestial lycanthropes and shapeshifters are now serpentmen instead of rats whilst bestial animalists still appear as rats. You will meet other creatures in the abandonned temple instead of serpentmen so you wont be able to get the prophecies of the sun right at the beginning!
Image


I always hated the fact, that baby dragons are as big as other dragons whilst they are not stronger than a wasp. The wimpy dragons are much stronger now. You can imagine that the other dragons will be kinda powerful now. :)
Image


I tried to involve some of the creatures that only appear as friendly guards in the vanilla game. In the screenshots you might have discovered them. ;)
Besides I used some of the effects of the previous games like "asleep", "unconscious" or "erradicate". I always tried to let everything be lore friendly.
All in all I made changes to nearly every monster. Monsters like wasps and ravens appear in vast numbers so it did not feel necessary to strengthen them.

As I said, I don't want to spoiler more. That is why I did not say a word about the ending of the game. Be sure, it will be a lot more challenging! ;)

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Variol
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Postby Variol » Aug 9 2014, 0:48

did you increase the XP for killing monsters as well?

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Postby Ser Ironfist » Aug 9 2014, 7:52

Variol wrote:did you increase the XP for killing monsters as well?


You can earn more xp from those monsters that are more powerful than before. So yes, you will get more xp at all.

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Re: [Mod] Might & Magic VIII - Day of the serious Destro

Postby Ser Ironfist » Jan 18 2015, 21:57

Hey, I just uploaded my trailer to youtube.
I also changed the first post. It looks a bit better now and the mod has a name. :D

https://www.youtube.com/watch?v=Il1y-Vvb0V4&feature=youtu.be

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Postby praxis » Apr 1 2015, 20:23

Interesting. I am checking this out. Never got far in MM8 due to getting bored. Overpowered NPCs still there ? Should I avoid them ?

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Postby Ser Ironfist » Apr 9 2015, 20:20

I made some changes to NPC's like decreasing Ithilgore's (the dragon) LVL from 5 to 1 or taking Dark Magic spells from early game necromancers.
I did not make Cauri weaker, because I think she should be as powerful as she is (for lore reasons). But now it should be more difficult to reach her. It was easy to dodge basiliks and light elementals, but now you've got some faster and more dangerous creatures there in addition to basilisks.

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Postby Konfuzius » Apr 13 2015, 17:54

Very good mod.

I just finished my annual playthough of MM8 and because of your mod it took much longer than I anticipated.

Foremost, it was the first half which I enjoyed the most. The battles were hard, gold was limited and you only had a narrow range of spells, I liked it a lot! It made you think about your next move.

You made a lot of good decisions, like giving Devlion no dark magic, as well as the new monster placements. I can say that the atmosphere benefitted greatly from your changes.

However, once you level up your party and found Caurie (lol, I just found her on accident by randomly wandering through the forest).

You should really consider weakening easily accessable level 50 characters. Imo you can get Blazen Stormlance even faster than Caurie, and this level 50 Lich comes pre equipped with every dark spell, which saves you a true fortune.

Also, you should give more units full immunity or very high resistance to mind, earth and light magic, as all of those schools have gamebreaking spells.

I'm not kidding, but berserk, paralyze and slow are very powerful when you know how to use it. With berserk you can easily kill all the dragon slayers and most of the Nagas to generate a great supply of cash.

Slow makes units ridiculously easy to kill and paralyze is just op when you use it on 3k+ monsters.

Could you maybe make the later monsters even more powerful? Especially the dragons should have a higher attack rating imho. With hour of power and day of protection you are really really put much into danger and cleric heals nihilate the rest of the incoming damage.


But that were just my suggestions and experiences with your mod, I still loved playing it :). Sadly, this mod made me see that MM8 suffers from more problems other than just a lack of challenge...

It kinda makes me want to play MM7 again and work on my own small mod again xD

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Postby Ser Ironfist » Apr 14 2015, 18:20

Thanks a lot! :)

Your suggestions are very welcome. I never really used Earth Magic a lot, so I did not have Slow in mind. Same goes for berserk. That spell always felt more like something to have fun with for 10 minutes instead of a seriously useful spell. ^^
Making the high level opponents even more powerful is something I have been afraid of, because the hp numbers already looked insanley high in some cases. ^^ I'm going to make a list of things that need changes.

Imo MM8 is missing large dungeons. MM6 had a lot of them, 7 a few. That sort of dungeon where you are happy to see the sky again after finishing it. Things like the druids crown also show that there would have been room for much more.

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Re: [Mod] Might & Magic VIII - Day of the serious Destroyer

Postby koval321 » Feb 4 2016, 11:08

I played it many times and found some shortcuts like for example:
Skip dagger wound island by walk on water in combat mode to boat
Fast cash and level up by Cauri Blackthorne quest
Trade between Shaodwspire and Ravenshore
Buy armageddon spell and level up to max
Skip all main quest by take 4 plane crystals in invisibility (from scrolls)

So I would like to see mod making these points more challenging

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Re: [Mod] Might & Magic VIII - Day of the serious Destroyer

Postby Bandobras Took » Feb 4 2016, 14:17

koval321 wrote:Skip dagger wound island by walk on water in combat mode to boat


Slightly off-topic, but I never thought of that. How does combat mode affect walking across the water?
Far too many people speak their minds without first verifying the quality of their source material.

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Re: [Mod] Might & Magic VIII - Day of the serious Destroyer

Postby Baronus » Feb 4 2016, 15:17

I think that combat mode hurts too. You can walk with Talimere. He can cure. I tested it. But there is no theme for that. Its about mod.
Very good idea. I tested it and adding another pirats which are no used is shot in ten. I suggest respawning X2 and some location X5 like prison air lord or vampire crypt.

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Re: [Mod] Might & Magic VIII - Day of the serious Destroyer

Postby koval321 » Feb 8 2016, 20:14

you can easy walk to boat on water without healer, maybe 2-3 flasks of healing potion (walk in combat mode) am always skip dagger wound island

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Re: [Mod] Might & Magic VIII - Day of the serious Destroyer

Postby survival » Feb 11 2016, 17:26

Rised spawn monsters to x5-x10

Locations Respawn 90 days



http://www.filedropper.com/englisht

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Re: [Mod] Might & Magic VIII - Day of the serious Destroyer

Postby Baronus » Feb 11 2016, 19:09

Interesting. This game needs modding especially.
I think that it maybe another levels.
easy monster health/2 experience X2
normal like orginal
middle number of monster X2 and in easy locations X5
master number of monster X4 or 10 experience/2
Imposible number of monster X8 or 20 (is it possible?) monster health X2 experience/4


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