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

Unread postby alexseevdenis » 13 Nov 2018, 21:04

Yandex translator:

How can I find the coordinates (x,y) of the characters or object ?

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

Unread postby Xfing » 13 Nov 2018, 21:25

Another issue I've noticed: Skill teachers no longer have the "you have to be promoted to X to learn this skill level" line, they always say "This skill cannot be learned by class X". This could be misleading to new players.

Grognard the goblin warlord is named "Zog" instead.
Last edited by Xfing on 13 Nov 2018, 21:56, edited 1 time in total.

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

Unread postby keksua » 13 Nov 2018, 21:43

Can i suggest some simple changes?
The one thing in mm7 were always disappointed me: the fact you can clear half of the locations with lvl1 team with bows..
it can be easily changed by adding some spells effect(so it cannot be dispelled) or just an alternate skill to some monsters e.g.
- Wyverns(Avlee) ancient ones can spit Acid Burst (smt. like Matrons in mm6, they are melee but not free targets)
- Trolls(Tatalia) regeneration (no more free trolls and it's very lore friendly)
- Griffins(Bracada) shield (half arrow dmg.. still possible but i think not worth at super low lvl)
- Bandits(Erathia) they are fine.. but adding few archers would be great..
ps: i know we can limit ourselves not to kill them with arrows or whatever but it's so better if you don't have to..

2alexseevdenis: mm7-8 in the map(M key). and i don't think you can in mm6
Last edited by keksua on 13 Nov 2018, 22:14, edited 1 time in total.

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

Unread postby Jamesx » 13 Nov 2018, 22:53

Found a bug with character conditions: when characters get cursed or something else, their portraits changes for a moment, but then returns to normal. don't know if this happen after last update or previous.
Also suddenly one of my characters (cleric) got an unlimited Preservation buff with timer, that starts at 2:37, then it reaches 1:09 and comes back to 2:37. Unfortunately I didn't notice when it happend(
But I noticed, that all characters HP\SP are regenearates even if they don't have an item with regeneration atribute. I like this bug actually, because its slow effect that helps a little and didn't affected the gameplay so much, but it's a bug anyway. It's so strange that I didn't saw any reports about this because it happens to me from previous update. Maybe I'm not so attentive, or maybe this problem is on my side..

Right now i did a quest for cleric promotion, and those thieves in Smugglers cave seemed too strong. Somehow they learn the Rock blast spell, that kills half of may squad 21lvl in one shot Maybe it should be like that, so.. just in case))))
Last edited by Jamesx on 13 Nov 2018, 23:03, edited 3 times in total.

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

Unread postby Jamesx » 13 Nov 2018, 23:02

keksua wrote:Can i suggest some simple changes?
The one thing in mm7 were always disappointed me: the fact you can clear half of the locations with lvl1 team with bows..
Who would think of killing all enemies at 1 lvl with bows???? I understand why most players try to kill the dragon at Emerald islands like that, running around him and shooting from Malwick's magic wand))) But it is a single enemy. I would never think of playing the whole game this way. :D
Last edited by Jamesx on 13 Nov 2018, 23:28, edited 1 time in total.

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

Unread postby Daedros » 14 Nov 2018, 00:01

Jamesx wrote: Also suddenly one of my characters (cleric) got an unlimited Preservation buff with timer, that starts at 2:37, then it reaches 1:09 and comes back to 2:37. Unfortunately I didn't notice when it happend(
That's an unlisted effect of the Ghost Ring. Any char that wears the Ghost Ring gets a permanent Preservation effect so long as they wear the Ghost Ring. A few items have effects like that, such as the Lady's Escort which constantly gives Water Breathing, and Aegis which constantly gives the Shield effect.

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

Unread postby Xfing » 14 Nov 2018, 05:47

But yeah - thieves having master spells is overkill, not to mention not very lore-friendly :p

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

Unread postby keksua » 14 Nov 2018, 06:35

Jamesx wrote:
keksua wrote:Can i suggest some simple changes?
The one thing in mm7 were always disappointed me: the fact you can clear half of the locations with lvl1 team with bows..
Who would think of killing all enemies at 1 lvl with bows???? I understand why most players try to kill the dragon at Emerald islands like that, running around him and shooting from Malwick's magic wand))) But it is a single enemy. I would never think of playing the whole game this way. :D
My point is there's 13 outdoor locations(including Evermorn and Shoals), so basically 11 and five of them are habited with melee mobs..

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

Unread postby Jamesx » 14 Nov 2018, 06:39

Daedros wrote:
Jamesx wrote: Also suddenly one of my characters (cleric) got an unlimited Preservation buff with timer, that starts at 2:37, then it reaches 1:09 and comes back to 2:37. Unfortunately I didn't notice when it happend(
That's an unlisted effect of the Ghost Ring. Any char that wears the Ghost Ring gets a permanent Preservation effect so long as they wear the Ghost Ring. A few items have effects like that, such as the Lady's Escort which constantly gives Water Breathing, and Aegis which constantly gives the Shield effect.
oh.. My cleric is really wearng this ring)) I didn't noticed that effect before
Thank you))
Xfing wrote:But yeah - thieves having master spells is overkill, not to mention not very lore-friendly :p
That's right, especially considering that by lore thieves shouldn't use any magic at all. Just after promotion they can use some base spells, but not Rock blast or Ice blast, which they use in this cave)))))

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

Unread postby Jamesx » 14 Nov 2018, 06:44

keksua wrote: My point is there's 13 outdoor locations(including Evermorn and Shoals), so basically 11 and five of them are habited with melee mobs..
It was like this in original games, I'm against of changing something in original gameplay.. Maybe if it will be done as a separate mod... :D
Last edited by Jamesx on 14 Nov 2018, 06:44, edited 1 time in total.

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

Unread postby Daedros » 14 Nov 2018, 08:13

Hey Rodril, any chance at a command that would reset the Breach, so that i can gain access to the new storage chests?

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

Unread postby Xfing » 14 Nov 2018, 11:28

A good solution for scaling weaker monsters would just be raising their magic skill, rather than giving them the most powerful spells. A Fire Bolt scaled up to Fire Magic level 60 can be devastating as well, you know! Low-tier mages and non-mage characters shouldn't run around wielding master-level spells. Liches on the other hand could get Souldrinker on higher levels, if it's been even coded to work for monsters.

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

Unread postby Kliff » 14 Nov 2018, 13:41

Yeah, I'm checking a bit and when my party had Haste wear off, Weakness was applied for all of a couple milliseconds before, poof, everyone was fine again.

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

Unread postby Xfing » 14 Nov 2018, 15:27

Kliff wrote:Yeah, I'm checking a bit and when my party had Haste wear off, Weakness was applied for all of a couple milliseconds before, poof, everyone was fine again.
Actually the portraits look fine, but the weakness is still there in the characters' damage, and is visible as a condition from the character screen.

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

Unread postby Kliff » 14 Nov 2018, 15:41

Huh, really? So the portrait tooltip is based on the portrait and not the actual status, then.

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

Unread postby Xfing » 14 Nov 2018, 16:32

Kliff wrote:Huh, really? So the portrait tooltip is based on the portrait and not the actual status, then.
Yeah, for some reason since the latest patch the weak condition doesn't display on the portraits. I suspect this has something to do with Rodril working in the zombies, I might be wrong though.

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

Unread postby Vetrinus » 14 Nov 2018, 17:40

Xfing wrote:Yeah, for some reason since the latest patch the weak condition doesn't display on the portraits. I suspect this has something to do with Rodril working in the zombies, I might be wrong though.
I noticed that too. When reviving a character from death they don't come back weak.

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

Unread postby Jamesx » 14 Nov 2018, 18:53

Xfing wrote:
Kliff wrote:Huh, really? So the portrait tooltip is based on the portrait and not the actual status, then.
Yeah, for some reason since the latest patch the weak condition doesn't display on the portraits. I suspect this has something to do with Rodril working in the zombies, I might be wrong though.
Not only weakness, other conditions like curse or madness have the same problems(

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

Unread postby keksua » 14 Nov 2018, 21:12

Jamesx wrote:
keksua wrote: My point is there's 13 outdoor locations(including Evermorn and Shoals), so basically 11 and five of them are habited with melee mobs..
It was like this in original games, I'm against of changing something in original gameplay.. Maybe if it will be done as a separate mod... :D
Dude we are talking about mod where you play mm6 with 50% discount in macacost of the most powerful dark and light magic(hate it tbh), hirelings etc, etc and you tell me you wouldn't change anything on the original gameplay. :D
Last edited by keksua on 14 Nov 2018, 21:13, edited 1 time in total.

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

Unread postby Xfing » 15 Nov 2018, 14:47

keksua wrote: Dude we are talking about mod where you play mm6 with 50% discount in macacost of the most powerful dark and light magic(hate it tbh), hirelings etc, etc and you tell me you wouldn't change anything on the original gameplay. :D
MM6 had hirelings too. Also, if you stick to Enroth, you're stuck to Master level of all skills, which in many cases gives you less power than it did in vanilla MM6 (many of the perks are unlocked at GM only). For that reason, I think playing MM6 without jumping continents even once would actually be harder in this merge.


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