Fun and Balanced MM6 Mod :-D

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chiyolate
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Fun and Balanced MM6 Mod :-D

Postby chiyolate » Apr 30 2018, 6:24

Hello guys, I'm new here and I would like to share my finished mod for MM6!

MM6 is the game that I always love to replay, again and again, even until now.
But there were some imbalanced and annoyances that makes the game feels "narrow".
Then I did try to mod it several years ago but halfway through the project the files got corrupted.
This year I started to re-mod the game again, and today I finally finished the mod after carefully evaluated it thoroughly.

This mod is all about fun, high leveled party blasting through high powered monsters with the freedom to choose any kind of spells, weapons, and party compositions! No graphics or story has been altered, it's the original MM6 but with better gameplay.

Installation is very easy, just copy and paste the lod file into the data folder of a GrayFace patched MM6.

If you have problems running MM6 (or maybe MM in general), it could be because of Windows LUA/UAC thingy.. disable it by registry edit:
Go to: HKEY_LOCAL_MACHINE\Software\Microsoft\Windows\CurrentVersion\policies\system
Find the value "EnableLUA" and set the Value to 0 (zero).
(restart is required)

*Edit: I didn't know that today is the 20th anniversary of Might & Magic VI!!! what a coincidence!

Here is the complete, detailed list of changes:

================================================================================
MONSTER STATS
================================================================================

1. All monsters HP are increased to 500% for a fun and challenging gameplay.
Except Goblins HP are increased to 200% only.

2. All monsters EXP are greatly increased using this formula: 50*HP for rich, stats based gameplay.

3. All monsters Armor Class are changed to -10 for less missed attacks.
This means: +0 Atk bonus = 75% flat chance to hit any monster.
+10 Atk bonus = 87% flat chance to hit any monster.
+20 Atk bonus = 91% flat chance to hit any monster.
+30 Atk bonus = 93% flat chance to hit any monster.
+40 Atk bonus = 95% flat chance to hit any monster.
+100 Atk bonus = 97% flat chance to hit any monster.
+250 Atk bonus = 99% flat chance to hit any monster.

4. All monsters resistances (except for Magic resistance) are changed to 5 for more consistent damage output, except Oozes physical resistance changed from immune to 199.
Magic resistance of monsters with 700 HP and above are scaled up to their maximum HP, to balance out against powerful spells such as Mass Distortion spell, Paralyze etc.
This means, all monsters with less than 700 HP can be hit consistently with those spells, while monsters with more than 700 HP will randomly resist the spells. The higher its HP, the more difficult for the spell to hit perfectly.
There are no monsters that are immune to anything now. (except for the Reactor)

5. Number of monsters in Abandoned Temple and Goblinwatch has been reduced slightly for better experience for new players.
Number of monsters in Hall of the Fire Lord has been reduced slightly to make it less boring.
Number of Oozes in many dungeons has also been reduced.

6. Bats and Rats no longer inflict disease status effect, but poison instead.
Bats, Rats, Spiders, Cobras, and Bloodsuckers also have less chance to inflict poison effect.

7. Reduced Cold Beam cast chance by Journeyman Mage from 30% to 20%.
Reduced Lightning Bolt cast chance by Mage from 50% to 20%.
Reduced Dispel Magic cast chance by Maddening Eye, Lich, Greater Lich from 20% to 1%.

8. Removed Mass Curse cast chance by Harpy Witch from 10% to 0%.
Removed Finger of Death cast chance by Minotaur King from 20% to 0%.
Removed Steal, Age, Drain SP, Unconscious, Dead, and Erradication ability from monsters.

9. Gold drops from monsters are increased with formula: average of 1x of monster hp. (except for Titans and Dragons are average of 2x of monster hp)
Monsters that originally don't drop gold such as spiders, now drop (with the above formula).

10. Specific monsters now drop L6 Weapons and Armors at 1% rate.

L6 Bows Archer, Master Archer, Fire Archer
L6 Swords Swordsman, Expert Swordsman, Master Swordsman
L6 Maces Acolyte of Baa, Cleric of Baa, Priest of Baa
L6 Staves Follower of Baa, Mystic of Baa, Fanatic of Baa
L6 Axes Dwarf, Dwarf Warrior, Dwarf Lord, Minotaur, Minotaur Mage, Minotaur King
L6 Spears Lieutenant, Captain
L6 Daggers Thief, Burglar, Rogue, Cutpurse, Bounty Hunter, Assassin

L6 Chains Soldier
L6 Leathers Thug, Ruffian, Brigand
L6 Plates Death Knight, Doom Knight, Cuisinart

L6 Amulets Stone Gargoyle, Marble Gargoyle, Diamond Gargoyle
L6 Capes Druid, Great Druid, Grand Druid
L6 Boots Apprentice Mage, Journeyman Mage, Mage
L6 Shields Veteran
L6 Helms Fighter, Guard
L6 Gauntlets Magyar Soldier, Magyar Matron
L6 Belts Magyar

L6 Misc Medusa, Medusa Enchantress, Gorgon
Sorcerer, Magician, Warlock
Defender of VARN, Sentinel of VARN, Guardian of VARN

11. Dragons, Titans, and Hydras now drops all kinds of L6 Weapons/Armors/Items at 1% rate.

12. Guards in Icewind Keep are replaced with Archers.
Thugs in Warlord's Fortress are replaced with Fighters.
Peasants in Temple of the Snake are replaced with Medusas.

================================================================================
MAPS RELATED
================================================================================

1. Paradise Valley now contains only Titans (Hydras and Lizards are replaced with Titans).

2. Dragonsand now contains all Dragons (the other monsters are replaced with Dragons).

3. All maps respawn time has been changed to 3360 days (10 years).
Except for Dragonsand and Paradise Valley respawn time has been changed to 168 days (6 months).

4. All dungeons respawn time has been changed to 7 days.
Except for Dragoon's Keep (3360 days, to avoid Mordred farming abuse), Dragon's Lair, The Hive, Oracle of Enroth, Control Center, and Devil's Outpost.

================================================================================
ITEMS
================================================================================

1. Basic potions, Wizard Eye and Torch Light spell scrolls are now dropped a lot by low level monsters (New Sorpigal) and also abundant in low level item shops.

2. White Potions and Black Potions can now be sold at a high price (250 Gold for White Potions and 800 / 1000 / 1200 Gold for Black Potions).

================================================================================
WEAPONS & ARMORS
================================================================================

1. All melee weapons damage are increased.
Except for Swords, Axes, and Spears damage are increased GREATLY to balance out with powerful Sorcerer spells at high level.

2. Hats now have defense value to make it as useful as helms.

3. Blasters now have a fixed 10 damage and Blaster Rifles now have a fixed 15 damage. (Only use this for destroying the Reactor)

================================================================================
ENCHANTMENTS
================================================================================

1. Item enchantments are increased and fixed to:

Treasure lvl Bonus Stat
1 1
2 5
3 10
4 15
5 25
6 60

2. "of Defense" enchantment are now only available for Armor (Leather, Chain, Plate) and Shield.

3. Greatly increased chance to get rings with these effects:

Wearer resistant to Diseases.
Wearer resistant to Insanity.
Wearer resistant to Paralysis.
Wearer resistant to Poison.
Wearer resistant to Sleep.
Wearer resistant to Stone.

Useful to tackle monsters with fatal effects such as Medusas, Agars, and Gargoyles.

4. Greatly increased chance to get weapon with special enchantments.

5. Swift, Vampiric, and Darkness weapon enchantments are removed (except for Artifacts and Relics).

6. Removed all "of Air/Water/Earth/Fire/Body/Mind/Spirit/Light/Dark" items (except for Artifacts and Relics).


================================================================================
ECONOMY
================================================================================

1. Skill teachers, low level training grounds, and New Sorpigal Temple are now much cheaper.

================================================================================
UI IMPROVEMENT
================================================================================

1. When you right click on an empty potion bottle, it will show you the complete potion recipes.

2. When you right click animal statues, it will show you the related pedestal location in the description.

3. Skill trainers locations and requirements info are added to the skill descriptions as well.

================================================================================

Download link: https://app.box.com/s/6u677yccnvz5wxfvrwpejug6baelql61

Enjoy guys!
Last edited by chiyolate on May 1 2018, 18:01, edited 3 times in total.

Anubis
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Re: Fun and Balanced MM6 Mod :-D

Postby Anubis » May 1 2018, 10:21

Cool! I also modded my MM6 files to adjust some game mechanics similar to yours. This really looks like a good mod, so good job on that. Next time I play MM6, I'll be using this.

But, yeah, your changes are good. Removing those **** mechanics is a great idea, like enemies being able to steal your items because that's just so ridiculously game-breaking. I wouldn't mind them stealing my items if I were able to kill them and loot them back. Hell, even harpies being able to spam mass curse on you over and over is so annoying when there's no way to protect yourself against being cursed. Even the one-shot-kill enemy mechanics is pretty dumb, so kudos to you for removing that as well. Your treasure-loot idea is pretty interesting. Looking forward to testing that out when I play it. Thanks for contributing! :applause:

chiyolate
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Re: Fun and Balanced MM6 Mod :-D

Postby chiyolate » May 1 2018, 10:47

Thank you!! I'm glad I'm not the only one who got annoyed by those ridiculous spells! hahaha..

I also carefully adjust the weapon melee damage so that now every weapon combination has its own characteristic!
Also, since none of the monsters are immune to anything, you could experiment with a lot of spell combo too!
Earth spells used to be a bit useless, since you can't Mass Distortion anything than low level monsters, but now it's much more powerful! you could use a few Mass Distortion spell to a high leveled monster and finish it off with another destructive spell! but if you're lucky, it will be a one hit KO.
And you are no longer need to bring a Sorcerer to your party because of Wizard's Eye and Torch Light, since the scrolls are abundant in the beginning of the game :D

And also, the idea of reducing L6 drop rate to 1% is to make the player just enjoy killing monsters instead of reloading to get the perfect item! hahaha.. That's also why I reduced the spawn rate of dungeons to just 7 days.. you could just Train, and go back to the dungeon for more killing!

I had fun modding this game and I hope you also enjoy trying it! :D
Last edited by chiyolate on May 1 2018, 10:51, edited 2 times in total.

darkdill
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Re: Fun and Balanced MM6 Mod :-D

Postby darkdill » May 1 2018, 21:04

I'm guessing this mod doesn't directly affect the stats of spells due to modding/engine limitations, but being able to invest more points into elemental schools should make up for that.

One thing I think you should've done was given Dragons a 1% chance to cast Dragon Breath. It'd just make sense. :D

chiyolate
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Re: Fun and Balanced MM6 Mod :-D

Postby chiyolate » May 2 2018, 0:59

darkdill wrote:I'm guessing this mod doesn't directly affect the stats of spells due to modding/engine limitations, but being able to invest more points into elemental schools should make up for that.

One thing I think you should've done was given Dragons a 1% chance to cast Dragon Breath. It'd just make sense. :D


You're right! I wish I could change the spell stats and cost too! But so far it's still pretty fair.. and much more improved than the original!
Before, when you get the spells to high level, it's almost time to end the game as well, but with this mod, your fun begin at the early part of the game :D

Dragon breath? that's a great idea! I will try to add it , Master level 60 :D and test it if I can survive hunting them with my full mass distortion sorcerers!

Edit: Too bad MM6 doesn't recognize Dragon Breath as enemy spell :( I've tried using Fireball at Master level 60 instead, but it doesn't hurt much.. hahaha..
Last edited by chiyolate on May 2 2018, 2:12, edited 1 time in total.

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ShadowLiberal
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Re: Fun and Balanced MM6 Mod :-D

Postby ShadowLiberal » May 26 2018, 3:24

Thanks for all your hard work on this mod.

There's a lot of things I really like about this mod.
  • The information on skills for where to find trainers.
  • The re-balanced weapons.
  • Tougher enemies have made the game more fun.
  • I love hats and crowns providing AC. I actually have a reason to use them now instead of just seeing them as worthless junk to always sell.
  • Overall I like the changes to enchantment values, though I think resist effect enchantments come up too frequently now.

Overall though, there's one major glaring flaw in the mod. You turned up the XP values WAY too high on monsters. For example, I did a comparison of the old and new XP values on Gargoyles. Gargoyles (at least for the one I checked, I forget which) now give over 43 times the XP that they used to... that seems, just a little too absurd to say the least.

I tried a game as a solo knight. Solo knights have few things to buy early on, yet even with gold drops being buffed, and even with only 1 party member, I was struggling for money to level up at the training grounds. Even after I maxed out Merchant with 15 points & mastery, I was STILL being driven to near bankruptcy whenever I went to the training grounds to level up. After a couple of days with a few hours of play each day, my Knight will be over level 200 when I go to the training grounds again. This is despite the fact that I've done maybe 20% of the quests in the game, most of which are beginner/mid game quests.

Also, the huge XP gain is having another unintended side effect. Any skills where the Mastery requirements are to complete a quest, especially the harder or more out of the way quests, makes those skills significantly worse with how I'm batheing in XP. For example, why would I ever use an Axe when I have Swords maxed out at 60 points, and can easily get the mastery Spear skill without doing a long 2 dungeon quest?


90% of the mod is great, I love that 90%, it makes the game a lot better. But the XP gains really need pulled back down to earth.

chiyolate
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Re: Fun and Balanced MM6 Mod :-D

Postby chiyolate » May 30 2018, 7:54

ShadowLiberal wrote:Thanks for all your hard work on this mod.

There's a lot of things I really like about this mod.
  • The information on skills for where to find trainers.
  • The re-balanced weapons.
  • Tougher enemies have made the game more fun.
  • I love hats and crowns providing AC. I actually have a reason to use them now instead of just seeing them as worthless junk to always sell.
  • Overall I like the changes to enchantment values, though I think resist effect enchantments come up too frequently now.

Overall though, there's one major glaring flaw in the mod. You turned up the XP values WAY too high on monsters. For example, I did a comparison of the old and new XP values on Gargoyles. Gargoyles (at least for the one I checked, I forget which) now give over 43 times the XP that they used to... that seems, just a little too absurd to say the least.

I tried a game as a solo knight. Solo knights have few things to buy early on, yet even with gold drops being buffed, and even with only 1 party member, I was struggling for money to level up at the training grounds. Even after I maxed out Merchant with 15 points & mastery, I was STILL being driven to near bankruptcy whenever I went to the training grounds to level up. After a couple of days with a few hours of play each day, my Knight will be over level 200 when I go to the training grounds again. This is despite the fact that I've done maybe 20% of the quests in the game, most of which are beginner/mid game quests.

Also, the huge XP gain is having another unintended side effect. Any skills where the Mastery requirements are to complete a quest, especially the harder or more out of the way quests, makes those skills significantly worse with how I'm batheing in XP. For example, why would I ever use an Axe when I have Swords maxed out at 60 points, and can easily get the mastery Spear skill without doing a long 2 dungeon quest?


90% of the mod is great, I love that 90%, it makes the game a lot better. But the XP gains really need pulled back down to earth.



Hello!! Thanks for trying out my mod!! :-D

About the resist effect enchantments, I will have a look and reduce it if necessary!

About the bankruptcy.. hmm that's odd, I think playing as a solo party needed much more gold than a full party. You could try grinding from Titans and Dragons since I made the gold drop from Titans and Dragons 2 times more than the other monsters! I will try play a solo knight and readjust the training cost if it's too frustrating!

About the Axe.. it's actually much stronger if you use Sword Axe combination (sword in left hand, axe in right hand)
Here are 3 screenshots of 3 weapon combinations for knights:

Image
This one is a knight with Sword lv.60 Master, fastest aspd, very good for starting knights, since you only need 8 point in Sword mastery and 2 swords to begin with.

Image
This one is a knight with Sword lv.8 Master and Axe lv.60 Master, excellent for damage dealers, once you master the Axe to lv.60, the aspd will be maxed also (still a little bit slower than Swords though).

Image
This one is a knight with Sword lv.60 Master and Spear lv.30 Master, this one is a bit hybrid for attack and defense.
Notice the higher armor class because of the 30 points in Spear mastery.. if it's maxed, the damage would be 167-195, although I prefer Sword Axe combination though :D

The original plan for this mod is to make the gameplay rely more on the skill distributions (plenty of maxed skills before finishing the game) so I made the exp increased hugely. But I admit I didn't make the monsters much more tougher than it should've been.. I will go back to this mod and make it more challenging by increasing the number of monsters and/or the damage they do..
Last edited by chiyolate on May 31 2018, 17:43, edited 4 times in total.


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