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).
Rodril
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby Rodril » 23 Jul 2023, 18:20

Hello, updating game files to 23.07.2023 version, it includes fixes and additions made in multiplayer branch, that also suit base version.
Link (added to first post): https://1drv.ms/u/s!Am9rWpMJxt9sgTaiGT7 ... t?e=gG5fTL

-- Fixed at least two crash-causing bugs, and a lot of minors.
-- MMExtension used by the mod is updated to latest version (includes it's fixes and improvements).
-- Character unlocker now included into base version; use button on character creation screen to toggle it:
Image
-- Smaller potion bottles are included and can be toggled on via config menu:
Image
Image
-- Armor repaints made by Orlock are included aswell (I did not replace original MM8 armors, tho, and could not add some plate armor repaints as they do not have variation for character holding a weapon in right hand)
Image
-- Items text tables updated by Xfing, are included, there is no major rebalance, only stats diversification and texts correction for english version of the game.

edit:
-- Forgot to mention change of scholar NPC follower: ability to identify any kind of items have been taken away, instead he's able to identify apparel only (boots, gloves, rings, amulets, wands, belts, capes, spell scrolls and spell books). Being able to identify anything just by having 5% gold penalty made Identify skill completely useless. Besides that, NPC clearly states, he's been studying to identify any magical item, thus i think change is fair.
Last edited by Rodril on 09 Nov 2023, 21:54, edited 1 time in total.

Kryonic
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby Kryonic » 23 Jul 2023, 22:12

Rodril wrote: 23 Jul 2023, 18:20 Hello, updating game files to 23.07.2023 version, it includes fixes and additions made in multiplayer branch, that also suit base version.
Link (added to first post): https://1drv.ms/u/s!Am9rWpMJxt9sgTaiGT7 ... t?e=gG5fTL

-- Fixed at least two crash-causing bugs, and a lot of minors.
-- MMExtension used by the mod is updated to latest version (includes it's fixes and improvements).
-- Character unlocker now included into base version; use button on character creation screen to toggle it:
Image
-- Smaller potion bottles are included and can be toggled on via config menu:
Image
Image
-- Armor repaints made by Orlock are included aswell (I did not replace original MM8 armors, tho, and could not add some plate armor repaints as they do not have variation for character holding a weapon in right hand)
Image
-- Items text tables updated by Xfing, are included, there is no major rebalance, only stats diversification and texts correction for english version of the game.
The link seems to be off for some reason

Rodril
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby Rodril » 23 Jul 2023, 23:24

I've added GoogleDrive mirror, thanks.

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toadking
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby toadking » 24 Jul 2023, 00:03

well done, thank you for your hard work :tsup:

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Arch-vile
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby Arch-vile » 25 Jul 2023, 05:18

Merge [upd. 23.07.2023] - crash game problem

After update i found one problem.


Clean GOG installation (setup_might_and_magic_8_day_of_the_destroyer_1.0_(22833).exe)
+
MM678_Merged_2022_02_15.zip

worked (foto 1,2,3) (section MM6 Frozen Highlands)

Cleric class - OK
Priest of Light class - OK
High Priest class - OK

https://ibb.co/yFWfmLJ
https://ibb.co/mD5Xr7g
https://ibb.co/swV1yTf

=====

Clean GOG installation (setup_might_and_magic_8_day_of_the_destroyer_1.0_(22833).exe)
+
MM678_Merged_2023_07_23.zip

After clicking on "Master Alchemy", the game freezes and then crashes.

Cleric class - OK
Priest of Light class - OK
High Priest class - crashing


SaveGame
https://uloz.to/file/jJqLLndW8NBV/save002-zip

Rodril
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby Rodril » 25 Jul 2023, 12:07

Arch-vile wrote: 25 Jul 2023, 05:18 Merge [upd. 23.07.2023] - crash game problem
Added patch for this issue: https://drive.google.com/file/d/1ZvWssb ... sp=sharing
Extract archive into your game folder, replacing existing files. Link is also added in first post. Thanks for detailed report.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby Arch-vile » 25 Jul 2023, 13:42

Yes, it works fine. Thanks for the quick fix.

I have one patch for the Vampire cloak artifact :)

\Scripts\Global\ExtraArtifacts.lua

Insert the following lines Ideally between lines 748 and 749:
-- Vampire cloak
GetBonusList(1352).Stats = {[const.Stats.Intellect] = 10,
[const.Stats.Luck] = 10}

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Kinox
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby Kinox » 25 Jul 2023, 15:37

Rodril wrote: 23 Jul 2023, 18:20Hello, updating game files to 23.07.2023 version, it includes fixes and additions made in multiplayer branch, that also suit base version.
That's fantastic!! Congrats, you're a Legend! I wondered if Base MMMerge would ever get rootly updates one time or another. Also, highly appretiate those creative artistic implementations, this is nearly Pixel Art artwork, very impressive new content. Congrats to the artists! :D

As I've started to play, a strange behavior happened, to Characters in Adventurer's Inn when Loading Games; I believe it's something about the new version... but then, it could be something else. But I've never had this behavior before playing MMMerge or MM8 (but at the same time, I never played these games on Windows 11; but I've followed all the installation instructions).

Whichever Character we have on our Party (can be anyone made on Party Creation, Random Recruits, MM8 NPCs Recruits, that we Dismiss from our Party and then go to the Adventurer's Inn, they will appear, normally there as expected, but if we Save the game, as soon as we Load, the Dismissed ones go back to the 'void'. I was able to easily get them back, as they were, in the Party, with mm8che, but the fact Loading game makes them vanish from the Adventurer's Inn is very inadequate.

Note: I've started on Jadame; Devlin Arkanus and Elsbeth Lamentia, rapidly found in the Adventurer's Inn, since they have not been Recruited + Dismissed yet from the Party, they don't vanish on Save->Load event. But, as soon as we do that, they too, vanish. :(
Last edited by Kinox on 25 Jul 2023, 16:14, edited 2 times in total.

Orlock
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby Orlock » 25 Jul 2023, 16:12

-- Armor repaints made by Orlock are included aswell (I did not replace original MM8 armors, tho, and could not add some plate armor repaints as they do not have variation for character holding a weapon in right hand)
Fixed.
https://t.me/+bk9_4TxFof4zNTQy

Rodril
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby Rodril » 25 Jul 2023, 19:10

Kinox wrote: 25 Jul 2023, 15:37 Note: I've started on Jadame; Devlin Arkanus and Elsbeth Lamentia, rapidly found in the Adventurer's Inn, since they have not been Recruited + Dismissed yet from the Party, they don't vanish on Save->Load event. But, as soon as we do that, they too, vanish. :(
Should be fixed, reapply patch: https://drive.google.com/file/d/1vVmokw ... sp=sharing
Mercenaries will return to their Inns once patch is on. Thanks.
Orlock wrote: -- Armor repaints made by Orlock are included aswell (I did not replace original MM8 armors, tho, and could not add some plate armor repaints as they do not have variation for character holding a weapon in right hand)
Fixed.
https://t.me/+bk9_4TxFof4zNTQy
Will add them soon, thanks.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby Driego » 26 Jul 2023, 09:41

how does mm7 ends ?

After using the portal the animations seuqnce will be shown but the game continues normal in celeste.
no text info "congratulations" or similar will be shown.

I have only the merge wuest open to get infused metall rod.
Does it triggeres the end or will there no end im mm7 in merge mm6,7,8 merge mod?

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Arch-vile
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby Arch-vile » 26 Jul 2023, 11:06

Driego wrote: 26 Jul 2023, 09:41 how does mm7 ends ?

After using the portal the animations seuqnce will be shown but the game continues normal in celeste.
no text info "congratulations" or similar will be shown.

I have only the merge wuest open to get infused metall rod.
Does it triggeres the end or will there no end im mm7 in merge mm6,7,8 merge mod?
The congratulation (win.pcx) will only be displayed when you have completed the World of Enroth :)

This photo is a spoiler !
https://ibb.co/CHQBVqK

joanthedark
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby joanthedark » 26 Jul 2023, 14:59

Driego wrote: 26 Jul 2023, 09:41 how does mm7 ends ?
Verdant will contact you automatically (no need to call for her), shortly after you beat any of the continents main quest, that's how you will know you've finished MM7.

Rozwaal
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby Rozwaal » 26 Jul 2023, 17:36

Hi, I have a question, is it possible to change the age of your characters without breaking saves ?
Sorry for the mistakes, I'm using a translator

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Arch-vile
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby Arch-vile » 26 Jul 2023, 20:06

Merge [upd. 23.07.2023]

NPC Scholar not worked
https://ibb.co/1LJsvgb
https://ibb.co/HF1xqT2

Would it be possible to move this icon?
https://ibb.co/88fJrBY

Rodril
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby Rodril » 26 Jul 2023, 23:16

Orlock wrote: 25 Jul 2023, 16:12 -- Armor repaints made by Orlock are included aswell (I did not replace original MM8 armors, tho, and could not add some plate armor repaints as they do not have variation for character holding a weapon in right hand)
Fixed.
https://t.me/+bk9_4TxFof4zNTQy
Just noticed, app converted uploaded images to jpg format, thus blurring edges of picture and mask color background. Please, put images into archive (zip, lod or any other) and upload again, to preserve it in bmp format.
Arch-vile wrote: Merge [upd. 23.07.2023]

NPC Scholar not worked
https://ibb.co/1LJsvgb
https://ibb.co/HF1xqT2

Would it be possible to move this icon?
https://ibb.co/88fJrBY
I've moved the icon, apply new patch: https://drive.google.com/u/1/uc?id=1yrP ... t=download
Scholar actually works as intended now. Profession description is confusing, tho. It says "items", and it is in line with other NPCs, who say "Armors" and "Weapons" in their profession descriptions. In that context "items" means apparel items: rings, amultes, wands, books, belts, cloaks, boots. Having scholar being able to identify everything was a bug and made Identify item skill useless.

Tomsod
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby Tomsod » 27 Jul 2023, 01:18

Rodril wrote: 26 Jul 2023, 23:16 Scholar actually works as intended now. Profession description is confusing, tho. It says "items", and it is in line with other NPCs, who say "Armors" and "Weapons" in their profession descriptions. In that context "items" means apparel items: rings, amulets, wands, books, belts, cloaks, boots. Having scholar being able to identify everything was a bug and made Identify item skill useless.
Are you sure this was the original intent? Looking at MM7 code, the only possible indication that Scholars were supposed to be type-restricted is that the items.txt entry address is computed before checking for the NPC, yet nothing is done to it if the check passes. Besides, Alchemists who repair apparel refer to it as "magic items", not just "items". That said, I do agree that Scholars are broken, and myself plan to nerf them in my mod, just in a different way (reduce ID Item bonus to +5, like with Sages) -- but if it's a bug and not just poor balance, that changes things for me.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby cthscr » 28 Jul 2023, 09:05

Rodril wrote: 23 Jul 2023, 18:20 -- MMExtension used by the mod is updated to latest version (includes it's fixes and improvements).
GrayFace wrote:note that I've changed how PaletteSMul and PaletteVMul work in current Github MMExt. When you switch to it, to have the same values in D3D as there were, you'd need to multiply SMul values in Continent settings.txt by 1.025 and VMul values by 246/255

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Macros the Black
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby Macros the Black » 30 Jul 2023, 12:44

The new bolstering options are great. I like to keep health at 1-2 so that Mass Distortion doesn't get too overpowered. Although it would be even better if Mass Distortion was just nerfed to like 10% + 1% per skill point or something like that. And if you ever add Finger of Death, that can have 2% per skill point maybe.

Anyway, the bolster multiplier settings don't save whenever I restart the game. They all revert to 1.

Also would be nice if there was a faster way to set them than clicking the button 50 times. + and - on keyboard, scrollwheel, just typing the number, etc.
You'd think Darkmoor was a ghost town, but instead there's plenty of life among the dead.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby Arch-vile » 31 Jul 2023, 18:27

It doesn't show house labels in Ravenshore

map
https://ibb.co/2kBm7Ck

old ver.
https://ibb.co/9pMqyCq

new ver.
https://ibb.co/QHMfz2Q


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