Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

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

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Daedros
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Postby Daedros » Aug 2 2022, 5:21

Eksekk wrote: Jul 30 2022, 12:15
Daedros wrote: Jul 30 2022, 6:37 I'm the one that initially suggested that Meditation skill grant a % based SP Regeneration based upon Expertise (Normal, Expert, Master, GM) level. This is because especially with the Bolster mechanic, monsters can gain huge amounts of HP, and require a large amount of spells to take down. This created a huge power gap in terms of damage output between melee chars vs casters, which is why i suggested it. Otherwise, casters would have to constantly be chugging down Divine Power potions to restore their SP.
I also suggested that the Regeneration skill receive the same treatment, being % based upon Expertise level rather than a flat amount. This was implemented as well.
Now it was nerfed. Meditation doesn't scale with SP anymore, it just offers flat mastery + floor(skill / 10) regen per regen tick (2 at Expert 6, 4 at Master 14 etc.) I've removed it in my mod (when choosing hard difficulty), because I felt it may be too strong in the early game, but I've added instead mana regen items stacking, so having 4 items with it you'll have bonus 6 mana regen in addition to items (I honestly didn't check if they stack in vanilla for 4 regen or not, will have to adjust the numbers if not). I might however change it to be % based. Like you said, endgame has incredibly tanky monsters which take a lot of mana to kill, and lloyding every few mobs is so annoying.

Regeneration however retained % restore. At 60 GM (console commands) and 4-5k HP it restored about 20% per regen tick, which is A LOT. Troll knight would be virtually unkillable.
Yeah, now i remember that's why i stopped updating the Merge, despite wanting the multiple spell hotkeys. They changed Meditation's SP Regen from a %. Then shortly afterwards i started seeing tons of posts about game-breaking bugs and CTDs. While the Merge may have gained more features, it seems to have lost a lot of stability since then.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Postby cthscr » Aug 3 2022, 14:14

darkdill wrote: Jul 29 2022, 23:58 Keep running into this one when fighting MM6 Master Swordsmen. Results in a CTD.
As you might have guessed, it's not 100% reproducible (for example, I've cleared Lair twice without crashes). So you didn't provided some crucial detail.
Luckily, there was another report which was reproducible. Commit 5ff7fe43.
moeppel wrote: got an issue where the game stops accepting keyboard inputs or only very delayed at best.
Mouse inputs go through just fine.
Usually it is OS keyboard settings.
TheTate wrote: I know this is blasphemy, but is there an easy way to disable or reduce the difficulty scaler?
In-game Menu - Controls - Extra Settings (on image) - Bolster monsters
Maslyonok wrote:
rampage77t wrote: Jul 29 2022, 15:29
Maslyonok wrote: Jul 29 2022, 10:22 Trying to complete new Necromancer promotion quest and I just can't find where that old witch (prophetess ) is buried! What should the grave look like?
On Dagger Wound Island where later in the story there is a pirate post, there is a pointed stone, by clicking on it the witch's body appears and there you can revive her for the mission
Ok, but nothing happens then I clicking on it. I tried it with Necromancer in my team and without. Or should I have Sorcerer to complete the quest?
https://www.celestialheavens.com/forum/ ... 20#p385750

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Postby overlord70 » Aug 7 2022, 7:09

Hello, I am sorry for this question but I was searching for answer without any luck... I started playing merge from MaM VI and finished story and I wanted to continue with VII but I dont really know how to progress with time travel quest... I need Infused metal rod, but I dont know where to get it.

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justl
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Postby justl » Aug 9 2022, 4:40

overlord70 wrote: Aug 7 2022, 7:09 Hello, I am sorry for this question but I was searching for answer without any luck... I started playing merge from MaM VI and finished story and I wanted to continue with VII but I dont really know how to progress with time travel quest... I need Infused metal rod, but I dont know where to get it.
In the dwarven mines in Alvar.

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raekuul
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Postby raekuul » Aug 9 2022, 12:32

overlord70 wrote: Aug 7 2022, 7:09 Hello, I am sorry for this question but I was searching for answer without any luck... I started playing merge from MaM VI and finished story and I wanted to continue with VII but I dont really know how to progress with time travel quest... I need Infused metal rod, but I dont know where to get it.
If you've done the Minotaur Promotion Quest, it's the same dungeon complex as where the Axe of Balthazar is at (it's in the backside with all the Rock Blast traps). Bring Cauri Blackthorne or some other Delf with M/GM Disarm.

If you've not done the Minotaur Promotion Quest, it's in the Dark Dwarf Compound in Alvar (it's just southwest of the Elemental Magic Guild there, it's a cave in the wall face). Be prepared for Boulders, Duergar, and... Rock Blast traps. (Fortunately, they can be resisted with the Earth Resistance spell).

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Daedros
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Postby Daedros » Aug 11 2022, 19:54

raekuul wrote: Aug 9 2022, 12:32
overlord70 wrote: Aug 7 2022, 7:09 Hello, I am sorry for this question but I was searching for answer without any luck... I started playing merge from MaM VI and finished story and I wanted to continue with VII but I dont really know how to progress with time travel quest... I need Infused metal rod, but I dont know where to get it.
If you've done the Minotaur Promotion Quest, it's the same dungeon complex as where the Axe of Balthazar is at (it's in the backside with all the Rock Blast traps). Bring Cauri Blackthorne or some other Delf with M/GM Disarm.

If you've not done the Minotaur Promotion Quest, it's in the Dark Dwarf Compound in Alvar (it's just southwest of the Elemental Magic Guild there, it's a cave in the wall face). Be prepared for Boulders, Duergar, and... Rock Blast traps. (Fortunately, they can be resisted with the Earth Resistance spell).
The "Levitate" spell from the Vampire racial allows you to completely avoid triggering the Rock Blast traps (and most other ground-based traps and environmental damage). It's also useful for avoiding the Lava damage when rescuing the Elemental Lord of Water from the Plane Between Planes.

overlord70
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Postby overlord70 » Aug 12 2022, 15:08

raekuul wrote: Aug 9 2022, 12:32
overlord70 wrote: Aug 7 2022, 7:09 Hello, I am sorry for this question but I was searching for answer without any luck... I started playing merge from MaM VI and finished story and I wanted to continue with VII but I dont really know how to progress with time travel quest... I need Infused metal rod, but I dont know where to get it.
If you've done the Minotaur Promotion Quest, it's the same dungeon complex as where the Axe of Balthazar is at (it's in the backside with all the Rock Blast traps). Bring Cauri Blackthorne or some other Delf with M/GM Disarm.

If you've not done the Minotaur Promotion Quest, it's in the Dark Dwarf Compound in Alvar (it's just southwest of the Elemental Magic Guild there, it's a cave in the wall face). Be prepared for Boulders, Duergar, and... Rock Blast traps. (Fortunately, they can be resisted with the Earth Resistance spell).
Thank you but I started with VI and Alvar location is in VIII... how can I get there?

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justl
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Postby justl » Aug 13 2022, 17:25

overlord70 wrote: Aug 12 2022, 15:08 Thank you but I started with VI and Alvar location is in VIII... how can I get there?
places of high magic (they are somewhere listed in this thread) with a gm watermage and townportal

Eksekk
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Postby Eksekk » Aug 13 2022, 18:02

justl wrote: Aug 13 2022, 17:25
overlord70 wrote: Aug 12 2022, 15:08 Thank you but I started with VI and Alvar location is in VIII... how can I get there?
places of high magic (they are somewhere listed in this thread) with a gm watermage and townportal
Also note that if the surroundings are clear (no monsters in certain area, enemy detector is green) you need to only have M water. GM makes it simply always work, even if you're in the middle of monster swarm. Or just use town portal hirelings, who I'm 90% sure cast the equivalent of GM town portal.


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