Might & Magic 7: Reimagined (Big Overhaul Mod)

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AzimovHaas8
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Might & Magic 7: Reimagined (Big Overhaul Mod)

Postby AzimovHaas8 » Nov 21 2020, 15:42

Hello! 0/

This mod is an overhaul of Might & Magic 7: For Blood & Honour focused at changing game World visual style wise (new clutter, new items being hand-placed into maps, etc) with help of map editor and providing new balance and increased difficulty for interested players (along with
better rewards and with hopefully more interesting gameplay).

Generally, most spells will feel differently (along with changed monster resistances), monsters will create additional challenge, and locations will have new secrets and will feel more lively (some have unusual named monsters - such as Barrow Downs crypts
- and some have mini-bosses).
Most aspects of the game been changed at least slightly in a mod: from NPC's, services and items (including enchantments) on most maps in the game, quests reward changes and new abilities added to existing spells and skills.

Monster stats and spawns have been reworked, and many monsters now cast new spells and possess new abilities. E.G. Wyverns now can summon dragonflies.

I also restored the unused manticore's in Nighon and the Nighon-related areas, along with numerous new guard additions to outdoor maps (rocs patrolling Tularean Forest or friendly genies flying over Bracada Desert, for example).

And many more more.

Currently my mod is in state of a Reimagined version 1.2 (25.11.2021).

+ Further balance changes and map improvements, fix for script with assorted changes producing
numerous error logs in certain locations, added 3 new quests for town halls (Harmondale, Erathia
and Tularean Forest), moved GM armsmaster skill teacher from Land of Giants to Nighon and made
GM armsmaster skill teacher previous location into a temple.
+ Added mod name to a starting screen without breaking original style and made smallish changes to
loading screens.


List of possible changes for future versions:
+ Reworking banks and town halls and adding new quests along with new monsters.
+ Adding special "perks" unique only to specific classes.
+ Further balance changes, based on additional feedback.

DISCLAIMER: It is advised to read README in attached .zip file for list of all notable changes.


DROPBOX LINK TO LATEST VERSION (1.2):
https://www.dropbox.com/s/j9bzvzzp4wiig ... 2.zip?dl=0



HOW TO INSTALL (OR LOOK INTO README):

Generally structure of mod installation is this:

1) Install a fresh (unchanged) copy of M&M7
2) Install a Grayface latest patch with NO LOD texture / Large-Mod changes (conflicts are possible)
3) Install MMExtension
4) Run M&M7 as ADMIN -- Close (IMPORTANT!)
5) Re-Open M&M7 -- Close (IMPORTANT!)
6) Install my mod overwriting everything as needed
7) Run MM7 with my mod
8) Enjoy changes for more interesting and harder game 0/


EITHER ONLY SLIGHTLY ANNOYING OR IMPOSSIBLE TO FIX CURRENT PROBLEMS:
1) Some textures are distorted (most notable in Erathian Sewers).
2) Some textures can be replaced with different ones for very limited amount of dungeons (most notable in Red Dwarf Mines). [Usually this is fixed by re-entering location].
3) Enhancements with new values in effect (disarm traps, armmaster, ID Item, ID Monsters, unarmed and dodging skills bonuses) still show old values in the descriptions. This will be fixed at some point in the future and have no direct impact on the game, but can be annoying.
Sorry!



Special thanks goes to CognizanceGaming (scripts & testing help), eksekk (scripts & testing help), Darkrage (testing) and cthscr (help with technical aspects of mod), AstroPheonix (testing) and other people in no particular order.
Last edited by AzimovHaas8 on Nov 27 2021, 10:35, edited 13 times in total.

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Re: Might & Magic 7: Reimagined (Big Overhaul Mod)

Postby CognizanceGaming » Nov 21 2020, 16:14

Working with this has been a lot of fun, and I am excited to see what comes in the future! Great work so far.

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Re: Might & Magic 7: Reimagined (Big Overhaul Mod)

Postby AzimovHaas8 » Nov 22 2020, 23:15

New update is available!

All changes and fixes now are described in first post.
It is important to remove a script named as "slowDownAddon.lua" from a Scripts / Global directory to fix multiple problems in some maps.

Enjoy 0/

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Re: Might & Magic 7: Reimagined (Big Overhaul Mod)

Postby AzimovHaas8 » Nov 26 2020, 17:52

New update is available!

All notable changes are quickly described in first post.

...Any possible feedback is important for me and our group of testers, so do not be afraid to leave comments or ask for word of advise.

Cheers 0/

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Re: Might & Magic 7: Reimagined (Big Overhaul Mod)

Postby Panda Tar » Nov 26 2020, 17:57

Right. Be looking into it later, then. It always seemed to have a lot of fixes whenever I was thinking on giving it a go. :lol:
"There’s nothing to fear but fear itself and maybe some mild to moderate jellification of bones." Cave Johnson, Portal 2. :panda:

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Re: Might & Magic 7: Reimagined (Big Overhaul Mod)

Postby AzimovHaas8 » Nov 28 2020, 3:21

First Final version is available!

It is not a final version in a classical sense (here will be more updates afterwards), but this version is ready for play & contains all notable changes I want in my mod without any big / gamebreaking bugs.

Any feedback and any new ideas are welcome.

Cheers 0/

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Re: Might & Magic 7: Reimagined (Big Overhaul Mod)

Postby AzimovHaas8 » Nov 29 2020, 15:48

In my tests (along with other tester feedback) found big problem with "chain" damage effects, so new version with fixes is here.
Sorry for yet another version!

Anybody using First Final version without fixes or older versions: simply install newest version as usual, overwriting everything as required.
Save files or game progression will not be affected, so this is completely safe to do.

Cheers 0/

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Re: Might & Magic 7: Reimagined (Big Overhaul Mod)

Postby Sphagne » Feb 16 2021, 8:18

Thank you and Gray face for revitalizing this great game for me. :tsup:

Your changes are great but some areas are totally filled with enemies, and a bit overwhelming.

Is there a way that I can reduce the number of enemy spawns?

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Re: Might & Magic 7: Reimagined (Big Overhaul Mod)

Postby AzimovHaas8 » Nov 13 2021, 14:23

I updated Reimagined mod once more.

Mostly balance changes (to make game easier and more enjoyable) and map fixes along with small updates.

Cheers : ]

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Re: Might & Magic 7: Reimagined (Big Overhaul Mod)

Postby kotgaf » Nov 15 2021, 6:37

AzimovHaas8 wrote: Nov 13 2021, 14:23 I updated Reimagined mod once more.

Mostly balance changes (to make game easier and more enjoyable) and map fixes along with small updates.

Cheers : ]
Hi! I tried to contact you via email, no luck here :)
I have some bugs to report:
1) poison damage cause game to run exception every tick. I mock it with "return" to temporary fix it.
2) implosion cause monsters to disapear in walls, making them almost impossible to kill(still they can attack you sometimes)
3) reanimate spell casted by my Villian doesn't work at all. However, when I used scroll it worked.
4) very strange loot on Gogs/Magogs, almost 100% chance to get item, very wide range of item generation, from staffs to books, armor, etc.
Overall mod is great, I'm having fun with it !

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Re: Might & Magic 7: Reimagined (Big Overhaul Mod)

Postby AzimovHaas8 » Nov 15 2021, 14:44

kotgaf wrote: Nov 15 2021, 6:37
AzimovHaas8 wrote: Nov 13 2021, 14:23 I updated Reimagined mod once more.

Mostly balance changes (to make game easier and more enjoyable) and map fixes along with small updates.

Cheers : ]
Hi! I tried to contact you via email, no luck here :)
I have some bugs to report:
1) poison damage cause game to run exception every tick. I mock it with "return" to temporary fix it.
2) implosion cause monsters to disapear in walls, making them almost impossible to kill(still they can attack you sometimes)
3) reanimate spell casted by my Villian doesn't work at all. However, when I used scroll it worked.
4) very strange loot on Gogs/Magogs, almost 100% chance to get item, very wide range of item generation, from staffs to books, armor, etc.
Overall mod is great, I'm having fun with it !
Hello and thank you a lot for submitting bugs! : ]

1, 2 and 3 are related to scripts used for spell changes and 4 is related to my changes in loot distirbution (I need to make a chance of getting loot from gog corpses to be much lower and only of specific item types).

If you have any balance suggestions as well, I'm very open to this kind of feedback as well.

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Re: Might & Magic 7: Reimagined (Big Overhaul Mod)

Postby kotgaf » Nov 16 2021, 7:17

AzimovHaas8 wrote: Nov 15 2021, 14:44 Hello and thank you a lot for submitting bugs! : ]

1, 2 and 3 are related to scripts used for spell changes and 4 is related to my changes in loot distirbution (I need to make a chance of getting loot from gog corpses to be much lower and only of specific item types).

If you have any balance suggestions as well, I'm very open to this kind of feedback as well.
UPD.
2) Looks like it's not implossion. I've met a few monsters stucked in walls. Or just turning invisible. Don't know the reason. May be sprite scaling?
3) I was able to reanimate peasant. But not monsters. May be this is related to hostile/friend ly status?

Overall, I'm satisfied with balance changes. In particular:
1) Alchemy buff (especially through items) - great, at least it became more useful
2) Hybrid is good enough, they were too useless in vanilla. Especially Druid. Ranger is still too weak to consider him in the party. There is just no role he can fulfil.
3) Items buff like + to SP,HP,skills are far more useful.
4) Some quests gets harder and more interesting for example, Fey King or search for map for Evenmorn Island. It's because...
5) new monsters in old places!
6) spells reworked!
7) stats values increased also looks more fair. esp. for these new monsters.
8) some random loot in world.
9) Identify monster buff. It's not so good but why not? Also, very thematic.

Some... not so good changes :)
1) Monster spells. For example, Troglodytes. They are overpowered for their level. I mean, I easily beat borrows but the amount of the damage caused by Acid Cloud(is it?) are enough to oneshot my archer. Even with ~36 resistance. And sometimes it's just a little to none damage! Maybe it's because very wide spell damage range? Also, cast rate is too high. At the same time, Gogs are weak. You can easily overcome their damage with fire protection + regeneration.

2) some of the increased monsters count are just too much to became boring. They are not really problem, you just grind your way through them. This is true for Land of Giants/ Tunnel to Eofol.

3) Some quests gets harder and not so fun. That's mainly because this quests were bad and unfair in vanilla. For example, Druid promotion(esp. Warlock) probably the worst in game. And because of increased monsters count it became more annoying than vanilla. Also, don't think you can do anything except run on Dwarven Mines (that was the best tactics in vanilla too). The places I considered annoying: borrows tombs(too many enemies, probably best way was to fear them), tunnel to Eofol, Avelee(at druid shrine), Land of Giants.

4)spell costs (money). They are ok in general but too much for low-level spells. Saving money just to buy fireBOLT is not so fun :)

5) some funny frustrating bugs) 1 - I killed peasant on Arena and got bounty on my head in Town Hall. 2 - Hostile ghosts in Pit for dark party

Overall my game experience was from medium-hard-easy-medium-hard-mediam->easy during game, due to the key points :
fire aura(a lot of dmg in melee), fireball (a lot of AoE damage), fly(ignore enemies), berserk(as good as enslave, just make monsters tank for you),town portal(get day of Gods in Erathia(Steadwick) and off you go on killing spree), invisible (need I say something?), protection from magic.
Next spell supposed to be Reanimate, but, you know, it doesn't work)
These speells are game breaking, I mean when you get them you became very powerful and kill everything of your level, until you face another strong enemies.

My party was : Paladin,Druid,Archer,Monk. In vanilla I almost never played with hybrids(they sucks imo) but due to changes decided to give them a chance. It's good overall. Better than vanilla, I'm sure.

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Re: Might & Magic 7: Reimagined (Big Overhaul Mod)

Postby AzimovHaas8 » Nov 16 2021, 15:26

Are you using latest version of Reimagined mod?

I removed ghosts in Pit, fixed Small House with Tolberti / Robert the Wise and reduced monster count along with smallish changes.

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Re: Might & Magic 7: Reimagined (Big Overhaul Mod)

Postby the beavers1 » Nov 16 2021, 17:37

errormm7reimagined.png
Image


Just started playing this mod, and so far im loving it, made more challenging but also more rewarding so that playing actually feels different. I am having an issue though, Ive had this happen in avlee, erathia, and the troglodyte cave where the acromage cards are, i believe it has something to do with certain spell effects. this pop up will keep happening every round unless i save and load, and if the enemy that is causing it is still there it will repeat it.
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Re: Might & Magic 7: Reimagined (Big Overhaul Mod)

Postby AzimovHaas8 » Nov 16 2021, 18:24

the beavers1 wrote: Nov 16 2021, 17:37 errormm7reimagined.png Image


Just started playing this mod, and so far im loving it, made more challenging but also more rewarding so that playing actually feels different. I am having an issue though, Ive had this happen in avlee, erathia, and the troglodyte cave where the acromage cards are, i believe it has something to do with certain spell effects. this pop up will keep happening every round unless i save and load, and if the enemy that is causing it is still there it will repeat it.

Yes, these error messages definetly related to spell scripts coming with mod (poison adding effect, in particular) and scripts will be reworked with next update. Sorry for current inconvenience.

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Re: Might & Magic 7: Reimagined (Big Overhaul Mod)

Postby the beavers1 » Nov 16 2021, 18:37

AzimovHaas8 wrote: Nov 16 2021, 18:24
Yes, these error messages definetly related to spell scripts coming with mod (poison adding effect, in particular) and scripts will be reworked with next update. Sorry for current inconvenience.
thanks, good to know its gonna be fixed, so far i just need to kill the enemy and it will go away once i save and reload.
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Re: Might & Magic 7: Reimagined (Big Overhaul Mod)

Postby kotgaf » Nov 17 2021, 16:04

AzimovHaas8 wrote: Nov 16 2021, 15:26 Are you using latest version of Reimagined mod?

I removed ghosts in Pit, fixed Small House with Tolberti / Robert the Wise and reduced monster count along with smallish changes.
Yes, I used this: https://www.dropbox.com/s/pr0zs26s0rpki ... 9.zip?dl=0
Well, I can redownload and check it again.

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Re: Might & Magic 7: Reimagined (Big Overhaul Mod)

Postby AzimovHaas8 » Nov 17 2021, 18:48

kotgaf wrote: Nov 17 2021, 16:04
AzimovHaas8 wrote: Nov 16 2021, 15:26 Are you using latest version of Reimagined mod?

I removed ghosts in Pit, fixed Small House with Tolberti / Robert the Wise and reduced monster count along with smallish changes.
Yes, I used this: https://www.dropbox.com/s/pr0zs26s0rpki ... 9.zip?dl=0
Well, I can redownload and check it again.

This is an old and expired link.
I replaced it with new one in the first post (it will be named as Might & Magic 7 (Reimagined 1.1) in DropBox).

And update is coming soon : - )

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Re: Might & Magic 7: Reimagined (Big Overhaul Mod)

Postby the beavers1 » Nov 18 2021, 1:37

Found another bug, Immolation does not work for either players or enemies.
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Re: Might & Magic 7: Reimagined (Big Overhaul Mod)

Postby kotgaf » Nov 23 2021, 11:35

About reanimate spell: probably not a bug. I almost never used it before, so I didn't know what you have to be more skilled to reanimate powerful monsters. In facts, it's look like very weak, due to this restriction. IMO time-to-live timer on zombie wood be better.

Also, I want to tell some thoughts on monk class.
There is core problem. Monk get real power only after 2nd promotion, because crucial skills of unarmed and dodge. Until then, they just a pale shadow of Knight efficency. After that, they are really shine with ability to totally evade attack.
Both of this unarmed and dodge are near useless on their own without staff and leather skills. I mean, you can't overdamage staff skill with unarmed just because of Flame Aura. So, in general staff+leather are more viable than unarmed and dodge before GM.
The solution as I see it is to move some skill bonuses down in grade.
For example dodge bonus "Can use skill when wearing leather armor." should be moved in Master and same goes for Staff "Staff can be used with the Unarmed skill."
With these changes, Monks can keep up damage race with Knights.


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