Hello fellow players.
I adore M&M series, most often 6 and 7. Used to play them a lot back then. The sad fact about it, though, is that it is not much of a RPG in might department, especially in 6. While magic skill proportionally increases spell damage/effect, weapon/armor skills do not. Fire bolt damage grows 10 times at skill level 10. Whereas advancing axe skill (supposedly most devastating weapon) to the master rank level 10 gives you about 40-50% increase in total damage rate (attack, speed, and damage combined). Magic 900% increase vs. weapon 50% increase is just beyond ridiculous. Not surprisingly knight is considered the most worthless class in MM6.
I modded this game to correct such injustice. That is the main driving force and I didn't plan to change it in any other way. Although, I've collected some other minor changes along the way just to play well with this modification. I do not pretend this is in any way perfecting an original game. I just always wanted to play it as a real RPG where every invested skill point matter and now I can!
Feel free to share my joy and give it a play testing. Keep in mind it is still under development so report any problems and/or concerns about balance back to me. I will appreciate feedback.
Here are links.
Readme
https://github.com/tnevolin/mm6-skill-emphasis-mod/blob/master/Readme.md
Changelog
https://github.com/tnevolin/mm6-skill-emphasis-mod/blob/master/Changelog.md
Installation
https://github.com/tnevolin/mm6-skill-emphasis-mod/blob/master/Installation.md
Releases
https://github.com/tnevolin/mm6-skill-emphasis-mod/tree/master/_releases
Last one is a release folder. Grab the latest one and follow installation instructions.
Also read a readme and go back to me with your thoughts on whether my approach and rationalization is valid as well as with you own ideas for this mod.
Thank you everybody and enjoy.
MM6 skill emphasis mod
Moderator: Moderators
MM6 skill emphasis mod
Last edited by tnevolin on Apr 21 2020, 20:37, edited 1 time in total.
- tomchen1989
- Pixie
- Posts: 107
- Joined: 21 Jun 2008
- Location: Europe / China
Re: MM6 skill emphasis mod
Looks good. Great job!
Re: MM6 skill emphasis mod
Hey man, this looks amazing. Exactly the kind of mod I'd been hoping for for this game. Do you have Discord btw? Would love to get in touch and help with balance and the like. Thanks for your work.
Re: MM6 skill emphasis mod
Jayce wrote:Hey man, this looks amazing. Exactly the kind of mod I'd been hoping for for this game. Do you have Discord btw? Would love to get in touch and help with balance and the like. Thanks for your work.
You are welcome!
Discord username: Bear#9006
Re: MM6 skill emphasis mod
Version 25 released
New cool feature. Keyboard shortcuts to brings certain walking professionals to party if they are available. No more hundreds of reloads to find these elusive randomly generated professions. Ugh. More time to actual world exploring!
Currently there are only couple of professions in the summon list. I'll add more by people request if needed.
Warning
Highly experimental feature. I had to dig into the code as this is not in MME. Please report any weird behavior.
Update
This is in MME but not in help. GF pointed me to right methods. I am going to reprogram it in next release. Still this feature is experimental.
New cool feature. Keyboard shortcuts to brings certain walking professionals to party if they are available. No more hundreds of reloads to find these elusive randomly generated professions. Ugh. More time to actual world exploring!
Currently there are only couple of professions in the summon list. I'll add more by people request if needed.
Warning
Highly experimental feature. I had to dig into the code as this is not in MME. Please report any weird behavior.
Update
This is in MME but not in help. GF pointed me to right methods. I am going to reprogram it in next release. Still this feature is experimental.
Last edited by tnevolin on Apr 28 2020, 14:52, edited 1 time in total.
Re: MM6 skill emphasis mod
Merging with other mods
Just for everybody information. It is quite easy to merge this mod changes into other MME mods. I didn't plan on revamping whole experience. Just equalizing might and magic (plus some small utilitarian fixes). It may make sense to just use it as engine update in some other mods as well. Please share your thoughts about which bigger experience mod could benefit from it. Thank you.
Just for everybody information. It is quite easy to merge this mod changes into other MME mods. I didn't plan on revamping whole experience. Just equalizing might and magic (plus some small utilitarian fixes). It may make sense to just use it as engine update in some other mods as well. Please share your thoughts about which bigger experience mod could benefit from it. Thank you.
Re: MM6 skill emphasis mod
Version 27
Two nice additions.
Hirelings search
This is purely convenience thing but it is huge time and frustration saver. I programmed keyboard shortcuts to find and bring you desired hirelings. Just a few types for now but the list can be extended by request. One click of a button and you get whole collection of desired hirelings literally at your hand reach! No more hundreds of reloads to find these elusive professions. Let me know if you like it and want to add more professions shortcuts.
Dragon towers homing fireballs
This is a continuation of my work to make all missiles homing. Dragon towers were a laughingstock in vanilla. They never hit flyers in real time. Pathetic. In this regard, the second Archer promotion quest seems like a useless monkey errand. Not anymore. Now these fireballs are homing and catch you in real time too. So flying really becomes dangerous until you finish this quest. That gives this quest real meaning and insentive.
Keep in mind these features are experimental. Please report any problems with them, crashing, etc. Thank you.
Two nice additions.
Hirelings search
This is purely convenience thing but it is huge time and frustration saver. I programmed keyboard shortcuts to find and bring you desired hirelings. Just a few types for now but the list can be extended by request. One click of a button and you get whole collection of desired hirelings literally at your hand reach! No more hundreds of reloads to find these elusive professions. Let me know if you like it and want to add more professions shortcuts.
Dragon towers homing fireballs
This is a continuation of my work to make all missiles homing. Dragon towers were a laughingstock in vanilla. They never hit flyers in real time. Pathetic. In this regard, the second Archer promotion quest seems like a useless monkey errand. Not anymore. Now these fireballs are homing and catch you in real time too. So flying really becomes dangerous until you finish this quest. That gives this quest real meaning and insentive.
Keep in mind these features are experimental. Please report any problems with them, crashing, etc. Thank you.
Re: MM6 skill emphasis mod
Shrunk gold dragon in temple of the Snake. Funny.



Last edited by tnevolin on May 3 2020, 4:28, edited 1 time in total.
Re: MM6 skill emphasis mod
Just discovered this mod and love the idea of it.
I kind of had a crazy thought. I also like the idea of the Chaos Conspiracy mod ... the older/original version. Had a thought that maybe the 2 mods could work together, so I gave it a shot. Surprisingly enough to me, they did work ... except the changes made to monsters made it brutal and the first group of enemies I ran into in Ellesia wiped me out. Ever considered merging your changes with that mod, or making a version compatible with it?
I want to play through the game with your mod but also thought it would be cool to play the completely new CC campaign in this manner.
Just a thought. Thanks for the work on it.
P.S. I registered here just so I could post this.
I kind of had a crazy thought. I also like the idea of the Chaos Conspiracy mod ... the older/original version. Had a thought that maybe the 2 mods could work together, so I gave it a shot. Surprisingly enough to me, they did work ... except the changes made to monsters made it brutal and the first group of enemies I ran into in Ellesia wiped me out. Ever considered merging your changes with that mod, or making a version compatible with it?
I want to play through the game with your mod but also thought it would be cool to play the completely new CC campaign in this manner.
Just a thought. Thanks for the work on it.
P.S. I registered here just so I could post this.

Last edited by wsmithjr on Jul 10 2020, 3:38, edited 2 times in total.
Re: MM6 skill emphasis mod
Thank you for that successful experiment. The mod just changes mechanics here and there and *should be* fully compatible with other theme mods those *do not change mechanics*.
I sure can adjust it to make work better with other mods in balance department. However, since there are tons of them around, it is impossible to fork it for every one.
Is chaos conspiracy make monsters stronger by itself? How specifically, you know? Tougher, stronger to hit?
I sure can adjust it to make work better with other mods in balance department. However, since there are tons of them around, it is impossible to fork it for every one.
Is chaos conspiracy make monsters stronger by itself? How specifically, you know? Tougher, stronger to hit?
Re: MM6 skill emphasis mod
A lot of changes since last post. Feel free to read through changelog.
https://github.com/tnevolin/mm6-skill-e ... angelog.md
The most notable one: displaying a summary character damage rate that takes all combat parameters (attack, recovery, damage) into account! A huge improvement. Now player does not need to guess or compute numbers in their head to understand which combo is more offensive. A number is clearly visible on stats screen.
The damage rate is calculated against some imaginary enemy with average AC. Obviously, effective rate will be higher against weaker enemies. However, this is not that important. What is important is that different weapons can be compared directly by some offensive value!
https://github.com/tnevolin/mm6-skill-e ... angelog.md
The most notable one: displaying a summary character damage rate that takes all combat parameters (attack, recovery, damage) into account! A huge improvement. Now player does not need to guess or compute numbers in their head to understand which combo is more offensive. A number is clearly visible on stats screen.
The damage rate is calculated against some imaginary enemy with average AC. Obviously, effective rate will be higher against weaker enemies. However, this is not that important. What is important is that different weapons can be compared directly by some offensive value!
Re: MM6 skill emphasis mod
# version 39
* Staff adds small amount of all resistances to all party members.
* Staff adds small amount of all resistances to all party members.
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