Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 19.04.2020]

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

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Rusland1749
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby Rusland1749 » Mar 20 2020, 9:19

Can you plz update link of russian localization? It doesn't work

cthscr
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Postby cthscr » Mar 20 2020, 11:58

Xfing wrote:Well, you were rather hostile to the idea that the vanilla game could add racial skill cap modifiers on top of class ones to mix things up in creating unique skill/class combos. You viewed that as a restriction too, while it was pitched with the very intention of promoting variety. Today I agree that a purely vanilla experience in terms of skill caps should also be available (since a robust vanilla is crucial to have as a good basis for building all those add-ons on top of), but I still find compelling the option of having some sort of official sanctioning for a modified skill system. Granted, anyone can modify a table to their liking, but playing "just another mod" feels different to playing in a way sanctioned by the creator's blessing.

As one of "just another modders" I'd say you should be able to try and compare before choose the final default. All the racial skill thing is far from perfect (well, I can call it broken as it is now - and I try to fix some things).

PS. Looks to me like earlier you were more constructive. Now ratio of signal to noise rational to feud is lower.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby KeyOfGeneralUse » Mar 20 2020, 13:09

Minotaurs (race) get the Axe skill, Dark Elves (race) get the Dark Elf Ability, regardless of the class they are. Are there any other race related skills, you always get, no matter what your class is?

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby cthscr » Mar 20 2020, 13:22

KeyOfGeneralUse wrote:Minotaurs (race) get the Axe skill, Dark Elves (race) get the Dark Elf Ability, regardless of the class they are. Are there any other race related skills, you always get, no matter what your class is?

Yes, there are. It's defined by 'Data/Tables/Race Skills.txt' table.
BTW, Minotaur Cleric shouldn't get Axe.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby tomchen1989 » Mar 20 2020, 15:39

I saw in Rodril's Pathfinding demo video that the party can go through walls:
https://www.dropbox.com/s/fco50wdhcwaqn ... g.mp4?dl=0

Do you have the script, or if the go-through-wall debug feature is already coded in the scripts of the released latest version, how do I enable this feature please?

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby tomchen1989 » Mar 20 2020, 15:49

btw, my debug script is here:
https://github.com/might-and-magic/mm67 ... t_test.lua

Mostly written by 1qwop0, it allows you to finish all the main quests by just type in some scripts in the console.

it also has some usefull spells, and can kill all monster in the current map, make you invisible, go to another map, have huge amount of Stats/HP/SP (quasi god-mode), etc.

Some of them you may already know, but it's quite useful to write all of them down in one note...

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby KeyOfGeneralUse » Mar 20 2020, 16:46

Does the Learning skill work properly? My GM Learning Monk (Master) is barely ahead of the M & E Learning level characters.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby Templayer » Mar 20 2020, 16:51

Templayer wrote:
Mirondor wrote:Where can we see some changelog, friends?...

Here for Base: https://gitlab.com/templayer/mmmerge/-/blob/master/Docs/ChangeLogBase.md
And here for the Community Branch: https://gitlab.com/templayer/mmmerge/-/blob/master/Docs/ChangeLog.md

They seem to be quite outdated, though. I'll make that into an Issue.

https://gitlab.com/templayer/mmmerge/-/issues/468

To check finished work in the Community Branch, check the Issues and select Closed - some of them are closed as duplicate, etc. though. Some of them might be fixed bugs. Labels help.

Community Branch changelog has been updated by cthscr. Check it out!
https://gitlab.com/templayer/mmmerge/-/blob/master/Docs/ChangeLog.md
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby Templayer » Mar 20 2020, 17:10

jfiemmpa wrote:I just recently found this and have been playing through 6-7 mostly. Love the mod. Great work guys
The Alpha for druids to summon creatures is awesome and seems to work just fine for me, but why only earth spells? All elemental spells would make sense. And there are so many creatures to choose from.
I also wonder if it could be tuned to Druid level or Spell skill level for different levels of the same creature? Beginner gets a basic low level creature, expert gets a higher level one....and so on. Maybe grandmaster gets a chance to summon 2? or a similar but tougher creature, since most types of enemies seem to have 3 colors.
Or maybe beginner gets no summon, and only after training up to expert do you get to start summoning.
Whatever I love this new mechanic, I Just would like to see more creatures types used to better fit the situation. Blades gets you a series of ranged creatures, Stone skin gets you rock elementals, deadly swarm gets you fliers of some kind.
Slow gets you a creature that uses slow as a spell(not sure which ones do that.
Fireball gets you a gog, Ice bolt gets you an ooze, Lightning bolt get you and air elemental.

It is an alpha. The guy making it actually asked me for a table, and I even made it continent specific.
But he eventually went away.

In any case, the alpha table is Heroes 4 based, and it makes no sense (like summoning ELVES. The Heroes 4 team implemented summoning like that because they didn't have enough animals and such due to the ridiculous development crap they had to go through).

I'll add your comment to the GitLab Issue.
Finish Druid Summoning

I'm glad you love our Community Branch specific feature! :)
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Postby Templayer » Mar 20 2020, 17:15

cthscr wrote:
Xfing wrote:Well, you were rather hostile to the idea that the vanilla game could add racial skill cap modifiers on top of class ones to mix things up in creating unique skill/class combos. You viewed that as a restriction too, while it was pitched with the very intention of promoting variety. Today I agree that a purely vanilla experience in terms of skill caps should also be available (since a robust vanilla is crucial to have as a good basis for building all those add-ons on top of), but I still find compelling the option of having some sort of official sanctioning for a modified skill system. Granted, anyone can modify a table to their liking, but playing "just another mod" feels different to playing in a way sanctioned by the creator's blessing.

As one of "just another modders" I'd say you should be able to try and compare before choose the final default. All the racial skill thing is far from perfect (well, I can call it broken as it is now - and I try to fix some things).

PS. Looks to me like earlier you were more constructive. Now ratio of signal to noise rational to feud is lower.

Oh, he's back. Let the spamming of a spoiled brat continue.

At least I have him blocked since like a half year ago, so I am safe from it.

Those other poor souls in this thread though,.... I fear for their sanity. :S
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby Templayer » Mar 20 2020, 17:15

KeyOfGeneralUse wrote:Minotaurs (race) get the Axe skill, Dark Elves (race) get the Dark Elf Ability, regardless of the class they are. Are there any other race related skills, you always get, no matter what your class is?

Depends on if you are using the Racial Skills modification (that is meant to replace Racial Classes with those Racial Skills, converting them).
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby Templayer » Mar 20 2020, 17:19

KeyOfGeneralUse wrote:Can Trolls and Minotaurs wear helmets and boots once they've transformed into Liches?

Trolls can always wear those, even when not Liches.

Forgot about what Minotaur Liches are based on - normal male, or minotaur paperdoll type.
Somebody else will surely help though. I hope.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby Templayer » Mar 20 2020, 17:21

Rusland1749 wrote:Can you plz update link of russian localization? It doesn't work

Fix First Forum Post Links and Make Backup Ones (at least one per)
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby Templayer » Mar 20 2020, 17:24

KeyOfGeneralUse wrote:Does the Learning skill work properly? My GM Learning Monk (Master) is barely ahead of the M & E Learning level characters.

Remember, character's not always get EXP, like when they are unconscious or dead, etc. Also was he missing for a quest with some big EXP reward?

I will either make or won't make an Issue based on how you answer that.
MMMerge Tracker (= Info + Paint Tracker + Bug Tracker + Missing Features + Suggestions):
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby Templayer » Mar 20 2020, 17:26

tomchen1989 wrote:btw, my debug script is here:
https://github.com/might-and-magic/mm67 ... t_test.lua

Mostly written by 1qwop0, it allows you to finish all the main quests by just type in some scripts in the console.

it also has some usefull spells, and can kill all monster in the current map, make you invisible, go to another map, have huge amount of Stats/HP/SP (quasi god-mode), etc.

Some of them you may already know, but it's quite useful to write all of them down in one note...

Added to Scripts for in-game testing.
MMMerge Tracker (= Info + Paint Tracker + Bug Tracker + Missing Features + Suggestions):
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby Templayer » Mar 20 2020, 17:30

tomchen1989 wrote:I saw in Rodril's Pathfinding demo video that the party can go through walls:
https://www.dropbox.com/s/fco50wdhcwaqn ... g.mp4?dl=0

Do you have the script, or if the go-through-wall debug feature is already coded in the scripts of the released latest version, how do I enable this feature please?

I made it into an Issue and connected it to the Test Scripts Issue:
Noclip debug script
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby toreadorlelder » Mar 20 2020, 18:13

So. Another Sunday, another trip to the Arena. Slice and dice everything there.

Lo and behold, who shows up but...Verdant!!!

Her 4 lines of text, however, were all Collect Prize! as you'd get from the arena master, since everything was cleared out. What she said was fine, I think...altho I didn't get the connector stone from her, if I get that on this contact? Don't recall. But the display text, at least, was messed up.

EDIT: just popped back from the Arena to Harmondale and she showed up again with the connector gem.
Last edited by toreadorlelder on Mar 20 2020, 18:36, edited 2 times in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby KeyOfGeneralUse » Mar 20 2020, 18:16

Templayer wrote:
KeyOfGeneralUse wrote:Does the Learning skill work properly? My GM Learning Monk (Master) is barely ahead of the M & E Learning level characters.

Remember, character's not always get EXP, like when they are unconscious or dead, etc. Also was he missing for a quest with some big EXP reward?

I will either make or won't make an Issue based on how you answer that.


The Monks are my toughest characters, they aren't down that often relative to the rest of the group. I've kept my party unchanged. I've dropped the Priest briefly just to make room for Overdune Snapfinger to bring him to Alvar.

The group also doesn't have access to Eofol yet. So the level/xp discrepancy can't be due to wishing well use either.

Screen Quick Ref. sheet:
https://ibb.co/WV5p05k

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby Templayer » Mar 20 2020, 19:20

Cutscenes crash the game in Software mode

I'm trying to fix the unlocker as reported by someone on Discord and instead I have to solve this **** to get to character creation. At least now I know. For an hour I didn't and couldn't get inside. :-S
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Postby Templayer » Mar 20 2020, 19:24

KeyOfGeneralUse wrote:
Templayer wrote:
KeyOfGeneralUse wrote:Does the Learning skill work properly? My GM Learning Monk (Master) is barely ahead of the M & E Learning level characters.

Remember, character's not always get EXP, like when they are unconscious or dead, etc. Also was he missing for a quest with some big EXP reward?

I will either make or won't make an Issue based on how you answer that.


The Monks are my toughest characters, they aren't down that often relative to the rest of the group. I've kept my party unchanged. I've dropped the Priest briefly just to make room for Overdune Snapfinger to bring him to Alvar.

The group also doesn't have access to Eofol yet. So the level/xp discrepancy can't be due to wishing well use either.

Screen Quick Ref. sheet:
https://ibb.co/WV5p05k

The Learning skill doesn't behave correctly
MMMerge Tracker (= Info + Paint Tracker + Bug Tracker + Missing Features + Suggestions):
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Anybody can view or suggest edits.

My youtube retro channel: www.youtube.com/Templayer


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