Elemental Mod for MM7 -- v2.0 is out!

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Elemental Mod for MM7 -- v2.0 is out!

Postby Tomsod » Jul 31 2020, 21:35

Greetings everyone! I would like to introduce my mod for Might & Magic VII, the Elemental Mod. It's rather modest so far: its main goal is to re-implement MM6's elemental system (fire/elec/cold/poison/magic) in MM7. (I've always found it more aesthetically appealing.) There is also some undead-related content (e.g., zombified characters gain lich immunities, and some monsters can cast Destroy Undead on your party), and a few bug fixes (that I'll probably have to remove when the next version of MM7Patch comes out, as they're likely to be included there). For the complete changelog, see next post, as it's quite long.

You can download the mod from here. The mod requires a recent version of MM7Patch, but you do not need MMExtension (although having it installed shouldn't break anything). Unpack the archive into your MM7 folder, then go to Data subfolder and delete elemental.rus.events.lod if you're using the English version of the game, or delete elemental.eng.events.lod if you have the Russian translation. You will need to start new game for the mod to work properly.

This is my first serious attempt at modding this game. I actually have big plans for a major rebalancing mod with tons of new features, but gotta start small! If you find any bugs, or uncaught mentions of old elements (except in spell school context), please do tell me. Thanks!
Last edited by Tomsod on Jun 13 2021, 16:12, edited 1 time in total.

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Elemental Mod ver. 1.0 changelog

Postby Tomsod » Jul 31 2020, 21:37

Main change: revamped, MM6-like elemental system

All attacks (spell or otherwise) now belong to one of the following elements:
fire, shock (electricity), cold, poison, physical (e.g. weapon attacks),
mind, magic, holy (undead-targeting attacks), or energy (ignores resistances).

It differs from MM6 in that mind is separate from magic (I think the reason
there were so many magic-immune monsters in MM6 (undead, titans, elementals...)
is that NWC wanted to make them immune to mental attacks, and those were
magic-elemental), and there's a formal element for anti-undead spells.

Spell elements mostly follow MM6, but there are some differences. Here's
the complete list:

All Fire spells, as well as Sunray, attack with fire.
Sparks, Lightning Bolt and Starburst attack with electricity.
Ice Bolt, Ice Blast and Souldrinker* attack with cold.
Poison Spray, Acid Burst and Toxic Cloud attack with poison.
Impolsion, Flying Fist**, Shrapmetal, and most direct-damage Earth spells
are physical attacks.
All Mind spells attack with mind.
Mass Distortion, Spirit Lash, Harm, Prismatic Light, Armageddon
and most debuffs attack with (non-elemental) magic.
Turn Undead***, Destroy Undead and Control Undead attack with holy.
Light Bolt attacks with energy, meaning it can't be resisted.
Dragon Breath attacks with both fire and poison, much like MM8 Darkfire Bolt.
For resisting this spell, the lesser of the two resistances applies.

* I initially intended to make Souldrinker magic-elemental, but there's
already Prismatic Light, and plenty of other magic spells, while cold
was underrepresented. Hopefully the "sepulchral cold" excuse makes sense.
** This is a change from MM6. I'm not completely sure the fist is not
a metaphor, but if it's not, the physical damage makes more sense.
*** Turn Undead cannot actually be resisted, but it won't affect
creatures immune to holy (i.e. non-undead).

Poisoned weapons once again attack with poison instead of body.
Blasters attack with energy.

Monster attacks and resistances have been reworked. Generally,
non-spellcasting monsters are vulnerable to magic; natural, non-poisonous
monsters are vulnerable to poison, fire-based monsters are vulnerable to cold,
and cold-based monsters are vulnerable to fire. In other cases, poison
resistance was copied from body, magic is approximately light and dark
averaged, and for undead, spirit was converted to holy. (Non-undead monsters
are immune to holy by definition.) Monsters that attacked with light
and "earth" now attack with energy; dark attacks are converted to magic.
Water attacks are now either cold or poison.

The six elemental resistance spells have been renamed appropriately,
so, Earth now has Magic Resistance spell, Body has Poison Resistance, etc.
I've managed to draw new buff icons (on the buff panel in the middle-right),
but the spellbook images and spell-casting animation are a bit beyond my skill.
Thankfully, they are mostly vague enough to pass as-is.
I've also renamed Protection from Magic to Immutability to avoid confusion.

There's a couple of other minor changes, such as the new poison resistance
protecting from the poisoned condition, and Phynaxian Crown boosting both
cold and poison resistance.

One notable tweak: base stats (Might, Intellect, etc.) are now more effective
at preventing harmful conditions. To elaborate: some conditions can be
prevented by having high base stats, and others, by high elemental resistances.
But in the original game even with 500+ in all stats the PC only had
a 2-in-3 chance to resist stat-based conditions, while for resistance-based
ones one only needed 50-60 or so to achieve the same level of protection.
Now, base stats are about 4 times more effective for this purpose.


Undead-related changes

I've gone on a surprisingly lengthy detour with various undead-related changes
while developing this mod. In addition to the new holy element, these
mostly concern undead PCs.

The original lich immunities were weird! The character got 200 body and
mind resistance on lichification, and then any resistance that was 200 or above
was treated as an immunity. That meant a lich could become immune to
other elements by stacking enough buffs; conversely, if body or mind resistance
was lowered (e.g. by equipping Hareck's Leather), the existing immunity
was lost.

In this mod, liches are immune to poison and mind, always, and
their resistances aren't even checked for this purpose. In addition,
zombified players are given the same immunities. The price for this is the
vulnerability to holy attacks. Some monsters (priests, wizards and angels)
can now cast Turn Undead or Destroy Undead if they detect an undead in your
party. Turn Undead scares all undead PC, unconditionally; Destroy Undead
deals holy damage to one PC. Liches have some holy resistance (20 plus any
luck bonus); other zombified PCs are completely vulnerable.

Reanimation spell is also changed: the zombified creadure now has the same
changes as the zombified PC (poison and mind immunity, but vulnerable to holy).
Monsters that can cast Destroy Undead may target these monsters as well.

Also, dark temples now don't turn stoned players and liches to zombies.


Bug fixes

While browsing the disassembly, I also found and fixed a few bugs in the
original game. I've forwarded those to GrayFace, so hopefully the fixes
will be included in the next version of MM7Patch. But for now, they'll be
in this mod, because why not.

Fix: "of Assasins" and "of Barbarians" weren't dealing elemental damage.
Fix: Kelebrim wasn't substracting 30 from earth (now poison) resistance.
Fix: Armageddon could not be resisted (now magic resistance applies).
Fix: control undead on the GM level did not work.
Fix: charm on the M level did not work; also, on the GM level it acted
like on E, and on E it acted like on M.
Fix: when monster cast spells on another monster, wrong resistance was checked.
Fix: some pre-placed monsters had spells they couldn't cast.
Last edited by Tomsod on Jul 31 2020, 21:39, edited 1 time in total.

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Elemental Mod v2.0

Postby Tomsod » Jun 13 2021, 2:24

Good news! I started working on the aforementioned big mod for MM7, and to save effort I'm implementing it on top of this one. So please welcome Elemental Mod ver. 2.0! Judging by the changelog, this release should have about five times as many new features as the last one. These are mostly changes to magic and alchemy: there's one new spell, eight new potions, nine new item modifiers, and a lot of tweaks to existing ones. Among other changes: I added a "quick alchemy" feature, allowing to brew any potion in one click; Fire Aura and other similar effects can now affect already enchanted weapons and artifacts; magical curses have increased success chance based on skill; blasters and wands are now equipped in the bow slot; magic shops can recharge wands; locations in the same region share the reputation counter; area attacks print the total damage dealt; and I added a couple new unique items. You can see the full list in the changelog (scroll down a bit, past the v1.0 stuff).

Download from here! Like the previous release, you'll need MM7Patch (do not uncheck the last two optional tasks: the mod expects these to be installed), but no MMExtension is necessary -- that said, I did make sure my mod is compatible with the latter. (That's what the files in Scripts and Data/Tables are for.) Don't forget to delete elemental.rus.events.lod if you're playing the English version of the game, and make sure to start a new game.

By my estimate, I'll need 2-3 more releases like this one to complete this mod. Not sure how soon the next one is (I recently got a very demanding job), but it'll include race, class, and skill tweaks, as well as several new artifacts, among other things.

One last thing: some of the new items added by the mod (dragon scales and the armor made from them) require new graphics, but I'm no artist! What I've managed to put together is hardly satisfactory. So, if there's an artist out there who's willing to draw some badass dragonscale armor for MM7 paperdolls, I would be eternally indebted for your help.
Last edited by Tomsod on Jul 5 2021, 10:38, edited 1 time in total.

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Re: Elemental Mod for MM7 -- v2.0 is out!

Postby Eksekk » Jun 15 2021, 12:51

The mod seems amazing! :-D

Any chance that you are gonna tinker with quests, dungeons, overland areas etc.; I mean widely understood content rather than just major improvements to the engine? We here are starved for new content in M&M, and such a talented assembly mage should have no problems delivering it. :)

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Re: Elemental Mod for MM7 -- v2.0 is out!

Postby Tomsod » Jun 15 2021, 17:29

Eksekk wrote:Any chance that you are gonna tinker with quests, dungeons, overland areas etc.; I mean widely understood content rather than just major improvements to the engine?

Well, adding new locations would indeed be great, but I feel it's a bit beyond my ability, as I can't draw! Just meshing together existing assets can only do so much, and it'd be too derivative. If I were an artist as well, I would certainly make a Vori Mod instead of this one, but it'll have to remain a dream for now...

Besides, the focus of this particular mod is to polish the existing game rather than to expand it. Sorry! That said, 3.0 will feature a change to the Bracada/Deyja questline that will allow you to "play both sides" for a while and mix Light and Dark promotions within your party, and there'll probably be a bunch of mini-quests given by grandmastery teachers, so that's something. But I just don't want to butcher the original game too much. MM7 is good, potentially really really good, and I desire to make it the best it can be instead of changing it into something else.

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Re: Elemental Mod for MM7 -- v2.0 is out!

Postby Eksekk » Jun 15 2021, 20:08

Tomsod wrote:3.0 will feature a change to the Bracada/Deyja questline that will allow you to "play both sides" for a while and mix Light and Dark promotions within your party, and there'll probably be a bunch of mini-quests given by grandmastery teachers


That sounds absolutely amazing! :-D MM7 is definitely my favorite part of the series, but choosing only one type of magic in one playthrough can be restricting (especially that I almost always choose "good" (light), but that might be only my problem :D ) I wish you the best of luck developing this mod, as I'm no artist/modeller either and thus can't help. By the way, I understand that the focus of this mod is "polished vanilla", but just in case you wanna do other projects in the future, you might find more people interested in helping on M&M discord server. Either way, I will surely be one of the first to playtest the mod once it's complete (and maybe even before if you need help with that).

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Re: Elemental Mod for MM7 -- v2.0 is out!

Postby Tomsod » Jun 16 2021, 5:42

Eksekk wrote:Either way, I will surely be one of the first to playtest the mod once it's complete (and maybe even before if you need help with that).

More playtesting is always welcome, of course. Moreover, I wouldn't advise you to delay until this mod is done, as it could be two or more years before that! If you must wait, wait until the next release, which should be sufficiently distinct to warrant a playthrough. Although I did post this current release with the expectation that someone will play it as well.

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Re: Elemental Mod for MM7 -- v2.0 is out!

Postby keksua » Jun 16 2021, 9:18

This mod sounds very sweet to me. I also liked MM6magic system a lot more then later ones.
Preservation now halves the chance of monsters causing instant death or
eradication.

What about protection from magic spell of body?
Also, I replaced wand spells Sparks and Spirit Lash with Slow and
Psychic Shock, as the former two aren't really ranged spells.

Maybe adding two new would be better? Imma love both sparks and spirit lash wands.
I can offer you modifying merchant skill and price multipliers in guilds/shops to be more like in MM6, where you constantly lacking money to train/learn spells and in MM7-8 I can't remember any issues with gold, even in first plays.
Last edited by keksua on Jun 16 2021, 9:19, edited 1 time in total.

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Re: Elemental Mod for MM7 -- v2.0 is out!

Postby Tomsod » Jun 16 2021, 17:47

keksua wrote:I also liked MM6magic system a lot more then later ones.

I know, right? MM7 had a lot of good changes, but its elemental system sucked out half of the strategic depth from the magic schools. Not to mention aesthetics!
keksua wrote:What about protection from magic spell of body?

It's now called "Immutability", and yes, it does still provide complete protection from instant death, but only at GM. Whereas Preservation only needs Expert to learn. I playtested this release with a Druid instead of a Cleric, so I could not get GM at all and Preservation ended up being very helpful to me.
keksua wrote:Maybe adding two new would be better? Imma love both sparks and spirit lash wands.

The entire point was to remove those wands, not to add new ones, as wands are now equipped as ranged weapons and by default won't be used in melee (although I added the ability to shoot in melee range if you really want to). Since neither Sparks and especially not Spirit Lash can be used outside melee range, they would become very inconvenient to use. So, I removed them.
keksua wrote:I can offer you modifying merchant skill and price multipliers in guilds/shops to be more like in MM6, where you constantly lacking money to train/learn spells and in MM7-8 I can't remember any issues with gold, even in first plays.

The strange thing is, MM7 has actually nerfed Merchant skill compared to MM6 (7% + 1%/2%/3% per level at N/E/M compared to MM6's 7% + 3%/4%/5%), and besides the removal of general stores, nothing much changed regarding shops, but you do indeed still end up with much more gold from the midgame on! I initially intended to add several mid-late-game "money sinks" in my mod, but my friend who helped me playtest insisted that he never has enough money even to train and that my riches are mostly the result of my OCD style of play, so I postponed it for now. Now that you corroborate me, I'm not so sure I should have. Anyway, the biggest money sink (custom shop orders) will have to wait until 4.0 no matter how I look at it, as it'll be quite a hassle to code.

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Re: Elemental Mod for MM7 -- v2.0 is out!

Postby keksua » Jun 17 2021, 7:21

Let me put it this way: I've played vanilla mm6 lately with solo sorcerer and was sure I'll be fine with merchant 1 as I don't need to train other party members and buy spells(spells really cost a ton in mm6). But at lvl 60 I was so tired I have to grab, enchant and sell every piece of gear I can find and I still have insufficient gold to train that I took lvl4 expert, and later 7 master as expert still wasn't enough lol.

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Re: Elemental Mod for MM7 -- v2.0 is out!

Postby Xfing » Jun 19 2021, 9:42

You got Destroy Undead to work? Instant effect, "hitscan" single target spells didn't work on monsters in MM8 (not sure if any monster ad one of those in MM7 tho), it's a long-known issue. So for example implosion on greater air elementals, mass distortion on greater earth elementals or paralyze on plane guardians didn't do a thing and just had the monsters perform the casting animation with no effect at all, pretty much wasting a turn.

Destroy Undead is a similar kind of spell, so if you found a way to make it work on monsters, maybe you could present the code in the GrayFace patch thread, maybe it could be reused to fix those spells that aren't working.
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Re: Elemental Mod for MM7 -- v2.0 is out!

Postby Tomsod » Jun 19 2021, 11:43

By "on monsters" did you mean monster attacking a player or monster attacking a monster? In the former case, my code just picks a random player, calculates the damage and directly casts the "damage player" function, i.e. I bypass most of the AI spellcasting code altogether, along with whatever bugs it might have. However, when the spell is cast on another monster, I call a more higher-level function which does most of the heavy lifting. So at least the latter doesn't seem to be buggy.

But actually, it's possible that some monster spells not working in MM8 is not a bug at all, but just an unimplemented feature. After all, it was done in a hurry. In MM7 too, most of the pre-placed Wizards have Paralyze as one of their spells, but it seems to be a typo, because there just isn't any code that supports AI casting that spell. With my two spells (Turn & Destroy Undead) I also had to write the AI code myself. So it could be that NWC added some new spells to new MM8 monsters, but then forgot to write the necessary code for it. If that's the case, it could indeed be fixed in a similar manner, although I must stress that a separate chunk of code (up to three, even) must be written for each spell you want to implement, so it's not a one-size-fits-all solution.

As for Grayface's patch, I just presented him a list of 50+ bugs (most with fixes) I found while coding v2.0, so he might be a bit busy right now. Besides, I haven't really investigated the MM8 code that much, so I don't even know where the functions that deal with AI spellcasting are located there.

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Re: Elemental Mod for MM7 -- v2.0 is out!

Postby Xfing » Jun 19 2021, 16:42

Well I would assume they had at least part of the code responsible for monsters being able to cast those spells implemented, since they bothered to let the monsters have those spells on paper. But it's probably like you're saying - they didn't get around to making those spells work due to time constraints. Now that I think about it, monsters being able to cast Paralyze means that if you're not safeguarded against paralysis, your entire party can get disabled within a few seconds. That would make the Plane between Planes probably the single hardest outdoor location in all three games.

But yeah, I would expect these spells on monsters to work kind of like you described - choose a random party member and apply the effect to them. I see little use for spells like Turn Undead used against the party (I'd expect it inflict all Liches with an "Afraid" condition?), but the general code for this type of spells should be in place, since we've got a working Dispel Magic in MM7, and even Mass Curse in MM6 before that. So Turn Undead, Inferno, Souldrinker and such should probably be relatively easy to implement.
Last edited by Xfing on Jun 19 2021, 16:42, edited 1 time in total.

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Re: Elemental Mod for MM7 -- v2.0 is out!

Postby Tomsod » Jun 19 2021, 17:42

Xfing wrote:I see little use for spells like Turn Undead used against the party (I'd expect it inflict all Liches with an "Afraid" condition?)

And Zombies, yes. Admittedly it's not the most meaningful change in the patch, but v1.0 was more of a probing stone than a serious effort.

As to those MM8 spells, I won't be fixing them, as, again, I'm not very familiar with its code, and even in MM7 bugfixing is more of a byproduct of my stumbing upon them than a goal in itself. But if anyone wants to try, it shouldn't be very hard, especially since IIRC the Merge folk already tweaked Power Cure etc. effects when cast by monsters, so they should've discovered the relevant function already. But even if not, I'd advise to look at my new monster spell code and the function it replaces, then find a corresponding function in MM8 and replace it the same way. The other two related functions (parsing the spell name in monsters.txt and checking if the spell should be cast) probably already work as desired, so only that one change is required. Good luck to anyone brave enough to do this!
Last edited by Tomsod on Jun 19 2021, 19:18, edited 1 time in total.

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Re: Elemental Mod for MM7 -- v2.0 is out!

Postby Eksekk » Jun 19 2021, 23:16

Sorry that it's unrelated to the main topic, but how do you guys (Tomsod, Grayface, Rodril, cthscr) get so proficient in reverse engineering? I tried to learn it once but stopped after a week or two because things kept getting harder and harder. How do you learn so much?
Last edited by Eksekk on Jun 19 2021, 23:17, edited 1 time in total.

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Re: Elemental Mod for MM7 -- v2.0 is out!

Postby Tomsod » Jun 20 2021, 8:30

Yeah, it was also super hard when I first tried modding a game (IIRC, it was a small hack for Worms 4), and I gave up after a while. But later I tried again, and succeeded! The next mod felt easier than first, so after a while I got the hang of it, and studying disassembly no longer feels like a 4D crossword puzzle by now. I even recently got a real job because of my assembly knowledge (not really related to reverse engineering, but the experience helps). So judging by my experience, you just need to try again, and preferably start small.

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Re: Elemental Mod for MM7 -- v2.0 is out!

Postby Eksekk » Jun 23 2021, 16:09

Thanks for your answer (though I don't think it will help me, but it's my fault). Now, to get back on topic, is the mod gonna feature difficulty upgrades? I'm going to play it with a magic party, which might make it more difficult (at least in the beginning), but base games are very easy for a lot of us. If you don't wanna force extreme difficulty on all players, I think creating difficulty settings where game will for example load different monsters.txt or mapstats.txt will be easy for you, based on your current progress. What do you think about that?

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Re: Elemental Mod for MM7 -- v2.0 is out!

Postby Eksekk » Jun 24 2021, 18:50

Also, if I might suggest new features, maybe make "DrainSP" monster effect drain a percentage of maximum SP, like 10% (possibly based on Personality/IntellectEffect) instead of everything? It always felt overpowered to me disabling a spell caster with a single strike.
Last edited by Eksekk on Jun 24 2021, 18:57, edited 1 time in total.

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Re: Elemental Mod for MM7 -- v2.0 is out!

Postby Tomsod » Jun 25 2021, 19:55

Eksekk wrote:Now, to get back on topic, is the mod gonna feature difficulty upgrades? I'm going to play it with a magic party, which might make it more difficult (at least in the beginning), but base games are very easy for a lot of us. If you don't wanna force extreme difficulty on all players, I think creating difficulty settings where game will for example load different monsters.txt or mapstats.txt will be easy for you, based on your current progress. What do you think about that?

Actually, this is a good idea. I've considered making some parts of the game tougher -- e.g. I originally intended to buff all undead, not just ghosts, to counteract the holy water -- but I scrapped many of those changes for fear of scaring potential players. But indeed, the game does lose a lot of replay value by becoming a bit too easy once you learn to play it well.

An optional difficulty slider could be a perfect compromise, and as I understand some other mods already feature it as well. The only question is what it should affect? Monster stats are an obvious choice, although perhaps a more elegant solution would be directly adjusting PC and enemy damage without changing the visible numbers. But MM7 is only mostly about combat, so a balanced difficulty slider should also affect other facets of the game. Money is also important, so making everything more expensive, or, alternatively, making gold more scarce (and lowering the sell price of loot) is one such option.

What else? I could penalize earned XP and/or skill points per level, but perhaps it would be a bit too cruel. I really need to brainstorm this.
Eksekk wrote:Also, if I might suggest new features, maybe make "DrainSP" monster effect drain a percentage of maximum SP, like 10% (possibly based on Personality/IntellectEffect) instead of everything? It always felt overpowered to me disabling a spell caster with a single strike.

Consider that other monsters are able to turn your caster to stone, or knock them out, or outright eradicate them, which all will disable them just as well. The only difference is that SP loss can't be easily remedied with magic, although there are potions for this. Besides, even without SP your PC is at least able to use weapons etc., unlike the aforementioned conditions. So it doesn't feel that outlandish to me. And really, just draining a small portion of a wizard's mana pool is as good as doing nothing at all, since wizards have too much mana anyway.

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Re: Elemental Mod for MM7 -- v2.0 is out!

Postby Eksekk » Jun 28 2021, 14:17

Tomsod wrote:What else? I could penalize earned XP and/or skill points per level, but perhaps it would be a bit too cruel. I really need to brainstorm this.


No, please don't penalize xp/skill point gains, it will make it much harder to achieve relevant masteries. In my opinion, boosting monster stats (possibly spawn rate of monsters to make group nukes like meteor shower/fireball/rock blast more useful, but don't overdo it, because then incinerate and more single-target damaging spells will be useless; ideally, some monsters should have spawn rate increased and there also should be (mini)bosses where you can utilize all debuffs and single-target damaging spells) and increasing buy prices should be enough. And like you said, it should be optional, so someone wanting to play doesn't hit the wall and stop playing. Maybe allow difficulty to be switchable ingame until you leave Emerald Island?

And in my opinion you should be somewhat rewarded for playing on a higher difficulty mode, so maybe a little more XP for killing enemies like numerous mods have done? Not enough to completely trivialize the game, but enough to feel a difference in power?

Another helpful tip for balancing might be that in the case of monsters, I always felt magic spells were OP. Even the basic Harm, which does 8 + 1-2 per skill, felt devastating, let alone acid burst or blades (or even worse rock blast). If you feel you can't make the monster type stronger, just give it a magic attack and adjust the numbers accordingly.

Also, armageddon should be nerfed, it's the one spell that is OP because you can kill anything on the map from safety of your hideout. But please don't go the way of bumping magic resistance of every monster outside, it's better to just disable the spell entirely or make it so ridiculously expensive that you'll be able to afford it only with GM merchant and selling literally everything you find. Another option is backporting MM8's Dark Grasp instead of armageddon, but it depends on your willingness, it would still be powerful by wrecking bosses, but not powerful in a "you'll empty all maps in half an hour" sort of way.

Tomsod wrote:Consider that other monsters are able to turn your caster to stone, or knock them out, or outright eradicate them, which all will disable them just as well. The only difference is that SP loss can't be easily remedied with magic, although there are potions for this. Besides, even without SP your PC is at least able to use weapons etc., unlike the aforementioned conditions. So it doesn't feel that outlandish to me. And really, just draining a small portion of a wizard's mana pool is as good as doing nothing at all, since wizards have too much mana anyway.


Well, the only difference that you said is a veeeery important one, as Protection from Magic is possibly one of best spells ingame, and having no way to block the mana-drain is a problem. Of course, there's alchemy, but normal blue potions are too weak (unless you grind alchemy to 15+, but then you'll have no magic skills, and find clanker's amulet and savescum +25 alchemy item from dragons), and white divine power requires too many reagents to be easily solvable. Maybe add another type of shop where you will be able to mass-buy low-level reagents, of course for boosted price? It would make alchemy a viable counter to this problem. Still, I can't force you to nerf the mana-drain, but it is annoying having to constantly reload and/or lloyd back to church (I'm mainly considering the final devil room in colony zod there, as advanced form of wights mana-drain is manageable because you don't encounter them in bulk). And yes, you can use weapons, but spellcasters have very low hp and will die easily in hand-to-hand combat, so it's not a complete remedy.

Also, as a FYI, I don't consider magic overpowered and always utilized melee parties, using magic only for buffs/debuffs and practically no damage at all, and almost never had roadblocks, even in mods like Echo's MM8 modling or Azimovhaas's mm7 mod (MM7 Reimagined).
Last edited by Eksekk on Jun 28 2021, 15:10, edited 8 times in total.


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