UPDATE:
Fixed All unique monsters in all versions of the game, making base game and specially TCC finally fully playable as intended.
Changed and fixed bow damage calculation, it will shoot faster but deal slighty less damage. (keep in mind that at master actual damage is shown damage*2)
Changed attribute breakpoints to be able to get up to +80 effect at 400 stat. (so for example 400 might will increase damage by 80)
Make sure to download the latest version.
Bow damage fix included.
Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
UPDATE:
3 New classes have been added, and they are designed to feel more interactive and give a more modern and dinamic gameplay.
Assassin:
Stats:
-2-3-4 HP per level (depending on promotion)
-100 SP base
-no SP per level
-can use Elemental Spells
SP will be called Energy from now on.
-Each 5 point in Speed will increase damage by 1%
-Attack will consume 30 energy to deal 50% increased damage (can crit) and will add a combo point, up to 5
-Spell cast will consume all combo points, and will deal 20% increased damage per combo point consumed; if 5 combo point are consume damage will increase by 250%.
-Melee attacks have a 30% chance to restore 15 energy.
-You will automatically restore 40 energy every 10 seconds
-SP increasing item will instead increase MAX energy by 20% of the effect.
Berserker
-3-4-6 HP per level (depending on promotion)
-100 SP base
-no SP per level
-Can use Spirit/Mind/Body
SP will be called Rage from now on
-Each 5 point in Might will increase damage by 1%
-Rage will decay at a rate of 20 every 10 seconds
-Each attack will increase rage by 15
-When at 100 or above rage your melee attacks have 50% to Make you go berserker
-When in berserker your might will be increased by 50, your damage are increased by 50%, your attacks will heal you by 10% of damage dealt
-When in berserker your attacks will consume 10 mana
-Once mana is depled, Berserker status will over with next attack
-As for assassins, SP increasing item will instead increase MAX Rage by 20% of the effect.
Blood Knight
Skills and stats are same as knight
-Each 5 point in Might will increase damage by 1%
-When above 33% of health your attacks will consume 8% of your HP
-Your damage are increased by 1% for each 1% of health missing (so being at 40% hp will mean your damage will increase by 60%)
-Attacking when below 33% will make your next 3 attack to heal you by 10% of the damage dealt
More classes and balance tuning incoming.
SETUP INSTRUCTION
Download latest version of MAW MOD
Start the game once
Go to mm6.ini and set the class you want to change to "true"
Restart game
Enjoy
3 New classes have been added, and they are designed to feel more interactive and give a more modern and dinamic gameplay.
Assassin:
Stats:
-2-3-4 HP per level (depending on promotion)
-100 SP base
-no SP per level
-can use Elemental Spells
SP will be called Energy from now on.
-Each 5 point in Speed will increase damage by 1%
-Attack will consume 30 energy to deal 50% increased damage (can crit) and will add a combo point, up to 5
-Spell cast will consume all combo points, and will deal 20% increased damage per combo point consumed; if 5 combo point are consume damage will increase by 250%.
-Melee attacks have a 30% chance to restore 15 energy.
-You will automatically restore 40 energy every 10 seconds
-SP increasing item will instead increase MAX energy by 20% of the effect.
Berserker
-3-4-6 HP per level (depending on promotion)
-100 SP base
-no SP per level
-Can use Spirit/Mind/Body
SP will be called Rage from now on
-Each 5 point in Might will increase damage by 1%
-Rage will decay at a rate of 20 every 10 seconds
-Each attack will increase rage by 15
-When at 100 or above rage your melee attacks have 50% to Make you go berserker
-When in berserker your might will be increased by 50, your damage are increased by 50%, your attacks will heal you by 10% of damage dealt
-When in berserker your attacks will consume 10 mana
-Once mana is depled, Berserker status will over with next attack
-As for assassins, SP increasing item will instead increase MAX Rage by 20% of the effect.
Blood Knight
Skills and stats are same as knight
-Each 5 point in Might will increase damage by 1%
-When above 33% of health your attacks will consume 8% of your HP
-Your damage are increased by 1% for each 1% of health missing (so being at 40% hp will mean your damage will increase by 60%)
-Attacking when below 33% will make your next 3 attack to heal you by 10% of the damage dealt
More classes and balance tuning incoming.
SETUP INSTRUCTION
Download latest version of MAW MOD
Start the game once
Go to mm6.ini and set the class you want to change to "true"
Restart game
Enjoy
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
Interesting! That rage mechanic is actually very similar to one of the ideas I had for an (eventual and hypothetical) MM8 mod. I'm very curious what the players will make of your Berserkers. Also, the fact that they can apparently channel their rage into prayers is amusing :P
EDIT: by "every 10 seconds" you meant 5 in-game minutes, right? That confused me for a while. Assassins could actually be strong as mages since they have functionally unlimited mana refills (but only at 8 SP per minute!) I question the 30 SP cost for the +50% damage bonus, though -- at that price, it has to compete with Incinerate, Starburst and Mass Distortion, and bows in particular are clearly inferior here (but maybe not melee attacks?) Also, the code looks like it will trigger for any Physical attack, including some spells.
EDIT: by "every 10 seconds" you meant 5 in-game minutes, right? That confused me for a while. Assassins could actually be strong as mages since they have functionally unlimited mana refills (but only at 8 SP per minute!) I question the 30 SP cost for the +50% damage bonus, though -- at that price, it has to compete with Incinerate, Starburst and Mass Distortion, and bows in particular are clearly inferior here (but maybe not melee attacks?) Also, the code looks like it will trigger for any Physical attack, including some spells.
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
I think spells have a different function, but I will look into that!Tomsod wrote: ↑07 Mar 2023, 18:11 Interesting! That rage mechanic is actually very similar to one of the ideas I had for an (eventual and hypothetical) MM8 mod. I'm very curious what the players will make of your Berserkers. Also, the fact that they can apparently channel their rage into prayers is amusing
EDIT: by "every 10 seconds" you meant 5 in-game minutes, right? That confused me for a while. Assassins could actually be strong as mages since they have functionally unlimited mana refills (but only at 8 SP per minute!) I question the 30 SP cost for the +50% damage bonus, though -- at that price, it has to compete with Incinerate, Starburst and Mass Distortion, and bows in particular are clearly inferior here (but maybe not melee attacks?) Also, the code looks like it will trigger for any Physical attack, including some spells.
As for Assassin:
I understand right now he can be played as a spellcaster, I was undecided if to reduce overall spell damage when there are no combo point, but I have greater plans for casters, making them preferable for a pure caster build once they are release

As you said, 10 seconds=5 mins in game.
ATM bows will behave as normal attacks, consuming mana/granting rage ecc...I Might do bow balancing to behave a bit different.
Also a new separate skill enhancing class bonuses will be released

There is a lot of work to do, so any design idea you want to share is welcome
EDIT:
thanks for reporting, internal version fixed arrows and physical spells, will update soon once I add few more features!
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
UPDATE:
We have made several changes to the game, including the addition of the Necromancer Class, a new Mastery Skill, balance changes, and in-game tooltips!
Also a huge thanks to Eksekk, who removed Stats treshold and effect limit!
Tooltips:
Check in game Mastery Skill or check for your class description (Stats menu, right-click on top) to have all the info you might need!
Mastery Skill:
Each class now has a unique bonus that interacts with new mechanics:
The Blood Knight Mastery increases damage granted by health consumed by 10% and leech by 0.5% per skill point.
The Assassin Mastery increases the damage of energy spender by 10%, combo point ability by 5% per skill point, and adds 1% to dodge chance.
The Berserker Mastery increases Might and speed by 10 per skill point when in Berserker mode.
Class Tuning:
Assassin:
Assassin spells with no combo point will now do half the damage.
The base dodge chance for Assassins is now 5%.
The damage of energy spender ability has been decreased from 50% to 20%.
Berserker:
The rage decaying rate has been reduced from 20 to 10.
When in berserker rage, the rage spent is increased from 10 to 15.
Damage taken will now increase rage gained (1% of base health lost = 1% of rage).
Blood Knight:
The consume/leech threshold has been increased from 33% to 40%, meaning more safe gameplay.
The health consumed now depends on Base HP.
The damage calculation has changed and will now depend on consumed health (1 health consumed = 1 damage, increased by mastery).
The damage increased by missing health is reduced to 1% per 2% of missing health.
We are excited to introduce the newly released class, Necromancer, which has the following characteristics:
HP per level: 1.5, 2.25, 3 HP per level, depending on promotion.
SP per level: 4-5-7 per level, depending on promotion.
Intellect will increase spell damage done by 1% for every 5 intellect.
The Necromancer's spells will heal them by 5% of the damage done.
The Necromancer's Mana will be replenished by 5% for every kill done by the Necromancer.
The Necromancer starts with the Dark skill.
Now, let's talk about the interesting part - Mastery.
Each point in Mastery will increase the Necromancer's spell damage by 10% and spell cost by 5%.
Make sure to download latest version to enjoy latest changes.
The next class will be Seraphin, a Tank specialized on light with divine powers.
We have made several changes to the game, including the addition of the Necromancer Class, a new Mastery Skill, balance changes, and in-game tooltips!
Also a huge thanks to Eksekk, who removed Stats treshold and effect limit!
Tooltips:
Check in game Mastery Skill or check for your class description (Stats menu, right-click on top) to have all the info you might need!
Mastery Skill:
Each class now has a unique bonus that interacts with new mechanics:
The Blood Knight Mastery increases damage granted by health consumed by 10% and leech by 0.5% per skill point.
The Assassin Mastery increases the damage of energy spender by 10%, combo point ability by 5% per skill point, and adds 1% to dodge chance.
The Berserker Mastery increases Might and speed by 10 per skill point when in Berserker mode.
Class Tuning:
Assassin:
Assassin spells with no combo point will now do half the damage.
The base dodge chance for Assassins is now 5%.
The damage of energy spender ability has been decreased from 50% to 20%.
Berserker:
The rage decaying rate has been reduced from 20 to 10.
When in berserker rage, the rage spent is increased from 10 to 15.
Damage taken will now increase rage gained (1% of base health lost = 1% of rage).
Blood Knight:
The consume/leech threshold has been increased from 33% to 40%, meaning more safe gameplay.
The health consumed now depends on Base HP.
The damage calculation has changed and will now depend on consumed health (1 health consumed = 1 damage, increased by mastery).
The damage increased by missing health is reduced to 1% per 2% of missing health.
We are excited to introduce the newly released class, Necromancer, which has the following characteristics:
HP per level: 1.5, 2.25, 3 HP per level, depending on promotion.
SP per level: 4-5-7 per level, depending on promotion.
Intellect will increase spell damage done by 1% for every 5 intellect.
The Necromancer's spells will heal them by 5% of the damage done.
The Necromancer's Mana will be replenished by 5% for every kill done by the Necromancer.
The Necromancer starts with the Dark skill.
Now, let's talk about the interesting part - Mastery.
Each point in Mastery will increase the Necromancer's spell damage by 10% and spell cost by 5%.
Make sure to download latest version to enjoy latest changes.
The next class will be Seraphin, a Tank specialized on light with divine powers.
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
Thanks for your opinion!Tomsod wrote: ↑07 Mar 2023, 18:11 Interesting! That rage mechanic is actually very similar to one of the ideas I had for an (eventual and hypothetical) MM8 mod. I'm very curious what the players will make of your Berserkers. Also, the fact that they can apparently channel their rage into prayers is amusing
EDIT: by "every 10 seconds" you meant 5 in-game minutes, right? That confused me for a while. Assassins could actually be strong as mages since they have functionally unlimited mana refills (but only at 8 SP per minute!) I question the 30 SP cost for the +50% damage bonus, though -- at that price, it has to compete with Incinerate, Starburst and Mass Distortion, and bows in particular are clearly inferior here (but maybe not melee attacks?) Also, the code looks like it will trigger for any Physical attack, including some spells.
Mind telling where that bit of code is located? I probably can fix it.
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
It's at zASSASSIN.lua:18, but Malekitsu already fixed it.
I certainly can elaborate on my rage ideas. They're for MM8, though, not MM6, but maybe something inspires you?Malekitsu wrote: There is a lot of work to do, so any design idea you want to share is welcome
Basically, I wanted rage to substitute for SP for magic-less classes -- that's knight and troll, and perhaps pirate if I'm adding that. It would work pretty much like in your mod -- damaging and killing enemies raises rage up to a limit, and outside combat it quickly dissipates. There would be a Berserker skill governing rage -- max rage would depend on that skill and experience level, and each mastery rank would add two abilities to the spellbook, much like racial abilities. And using the abilities costs rage points. I pretty much stole this part from MMX, where there's a very similar Warfare skill (except it uses ordinary SP). One of the normal-level abilities would enable the titular berserker rage, which like in your mod is just the Insane state, except the Berserker skill gives a damage bonus while in this state (no matter how it's induced), and dropping rage to zero automatically "cures" it, leaving the character Weak. Other abilities are a mix of special attacks ("assault" that always hits and has resistance penetration, "furious blow" that consumes all rage to deal greatly increased damage -- this can abort Insanity unless the hit itself restores some rage, -- "whirlwind" (at GM) that damages all adjacent enemies, and so on) and various aggro moves ("challenge" one monster, "taunt" all monsters in LOS) -- I probably won't copy the aggro system from the Elemental Mod, so these abilities will just make user the preferred target, like how some monsters always attack a specific class.
An open question is how to balance the berserker/Insane state so that entering it would be often useful, but not a no-brainer. Having to cast Cure Weakness after every combat is one kind of penalty, but it could also passively drain rage points, or perhaps give an armor class penalty (which would make combining it with taunt inadvisable).
I don't think my implementation would allow boosting rage pool from SP-enhancing items at all, as it's not SP, but adding a special item bonus for rage could be an option.
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
Thanks for the ideas!
I will look for ways to improve rage system.
It would be cool to have the bar being red instead of blue...
that said, Seraphin class released!
Seraphin
Stats
Seraphin are blessed with divine powers, giving him +20 starting hp and +10 mana and light skill
HP per level: 3-4-5
SP per level: 2-3-4
They can use Plate, Sword, Mace and shield
Damage scaling:
Might and Personality (each 10 point in might and personality will add 1% damage)
Abilities:
Each point in light will add 2 damage to attacks; 3 at Expert and 4 at master, increased by 10% per mastery point.
Each point in body will heal the most injured party member by 2 at Novice, 2.5 Expert and 3 Master, increased by 5% per mastery point.
Divine Protection:
When a lethal attack occours on Seraphin you will consume up to 25% of your mana, converting into self healing, increased by 5% per mastery point.
Next on the list will be Shaman, a class who gain powers from magic to enchance its attacks
I will look for ways to improve rage system.
It would be cool to have the bar being red instead of blue...
that said, Seraphin class released!
Seraphin
Stats
Seraphin are blessed with divine powers, giving him +20 starting hp and +10 mana and light skill
HP per level: 3-4-5
SP per level: 2-3-4
They can use Plate, Sword, Mace and shield
Damage scaling:
Might and Personality (each 10 point in might and personality will add 1% damage)
Abilities:
Each point in light will add 2 damage to attacks; 3 at Expert and 4 at master, increased by 10% per mastery point.
Each point in body will heal the most injured party member by 2 at Novice, 2.5 Expert and 3 Master, increased by 5% per mastery point.
Divine Protection:
When a lethal attack occours on Seraphin you will consume up to 25% of your mana, converting into self healing, increased by 5% per mastery point.
Next on the list will be Shaman, a class who gain powers from magic to enchance its attacks
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- Leprechaun
- Posts: 3
- Joined: 18 Mar 2023
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
Thank you for this great mod!
Right now, I am playing with a party of Druid / Archer / Berserker / Seraphin. I decided to put most skillpoints into Magic Skills and to fight in melee often. Right now, I am assaulting Warlord's Fortress on level 28. Two Doomknights are already down, so my silly party seems to work quite well! That said, I am yet to fight a Cusinart Knight...
First time in ages I am using combat spells from Mind Magic. Mass Fear in particular impressed me. Despite one annoying mm6 bug, this spell proved to be very effective. I also think about learning Slow spell for my Seraphin. It is a bit expensive right now, but it will be very useful for additional crowd control...
If you need any feedpack about the mod gameply - I am ready to provide it!
Right now, I am playing with a party of Druid / Archer / Berserker / Seraphin. I decided to put most skillpoints into Magic Skills and to fight in melee often. Right now, I am assaulting Warlord's Fortress on level 28. Two Doomknights are already down, so my silly party seems to work quite well! That said, I am yet to fight a Cusinart Knight...
First time in ages I am using combat spells from Mind Magic. Mass Fear in particular impressed me. Despite one annoying mm6 bug, this spell proved to be very effective. I also think about learning Slow spell for my Seraphin. It is a bit expensive right now, but it will be very useful for additional crowd control...
If you need any feedpack about the mod gameply - I am ready to provide it!
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
Great to hear you enjoy the mod:) 28 is early for warlords fortress so hope it went well with those cuisinarts - one tip is to leave 2nd half of the dungeon for later, you can complete the quest with fighting just a few death knights.
Generally try to fight monsters near your own level, not triple
Feedback is always welcome! How does mass fear seem to you? it has been balanced to be VERY strong to balance out the resources spent on it, especially vs higher level monsters, and the fact its not usable in turnmode. the reasoning is that while you are stronger using it, you wont be able to clear a dungeon faster than when not using it...did we strike that balance or should we tune it down a bit?
Generally try to fight monsters near your own level, not triple

Feedback is always welcome! How does mass fear seem to you? it has been balanced to be VERY strong to balance out the resources spent on it, especially vs higher level monsters, and the fact its not usable in turnmode. the reasoning is that while you are stronger using it, you wont be able to clear a dungeon faster than when not using it...did we strike that balance or should we tune it down a bit?
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- Leprechaun
- Posts: 3
- Joined: 18 Mar 2023
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
If fear not working in turn-based is a feature - than the Mass Fear feels exactly right, on par with other "Gamechanger" spells of its tier (Heroism, Ring of Fire, Enchant Item - things that have no replacements in other schools). The effect is extremely strong, but to utilize it fully you need to juggle many factors: your mana, the layout of the room, the enemy composition, and different combat modes. Used right - the spell can save you from a seemingly un-winnable situation. But I don't think that it is unbalanced. Not more unbalanced than meteor shower or flight, Imho.
As far a warlord fortress goes - the assault was extremely successful! A single cuisinart was a hard match, but it is pretty beatable. Separating monsters is a core skill for MAW mode, so fighting cusinarts felt like a proper challenge for my party. 3 healers and a staff master did help a lot here, not gonna lie...
I also found a few bugs:
- berserker mana drain does not work in rest mode (wait till down, wait one hour - this kind of thing)
- berserkers can learn meditation. It seems useless for them...
- fountains that give +2 speed/ +2 int and etc. do not work, except for the +2 luck well in New Sorpingal. Those fountains allowed for more extreme spreads of starting attributes, so losing them feels wrong. In the end, this is not a big deal, beacuase the shrines work every month (this is a feature from Skill Emphasis, right? Or are the shrines also bugged?)
- small descriptive bug - the new classes use wrong descriptions after a promotion. Fury uses description from Hero, Angel from Priest, and so on.
- big game-breaking bug - berserker mana drain applies even when berserker is disabled! This makes paladin un-playable. And I really want to see, how a paladin performs when compared to seraph or berserker.
As far a warlord fortress goes - the assault was extremely successful! A single cuisinart was a hard match, but it is pretty beatable. Separating monsters is a core skill for MAW mode, so fighting cusinarts felt like a proper challenge for my party. 3 healers and a staff master did help a lot here, not gonna lie...
I also found a few bugs:
- berserker mana drain does not work in rest mode (wait till down, wait one hour - this kind of thing)
- berserkers can learn meditation. It seems useless for them...
- fountains that give +2 speed/ +2 int and etc. do not work, except for the +2 luck well in New Sorpingal. Those fountains allowed for more extreme spreads of starting attributes, so losing them feels wrong. In the end, this is not a big deal, beacuase the shrines work every month (this is a feature from Skill Emphasis, right? Or are the shrines also bugged?)
- small descriptive bug - the new classes use wrong descriptions after a promotion. Fury uses description from Hero, Angel from Priest, and so on.
- big game-breaking bug - berserker mana drain applies even when berserker is disabled! This makes paladin un-playable. And I really want to see, how a paladin performs when compared to seraph or berserker.
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
thanks a lot for the feedback!
Will look at every single issues and provide an update ASAP.
Edit:
Looks like Default MAW have those isssues mostly fixed, while TCC and Nightmare are a few commits behind.
Updating.
Edit 2:
Now all version should be updated with latest changes.
Make sure to download latest version, make a backup of current files (just in case), and replace them.
Keep in mind seraphin has a "Divine Shield" ability activated with E now.
Thanks a lot for the feedback, looking forward to hear more about your experience
Enjoy
Will look at every single issues and provide an update ASAP.
Edit:
Looks like Default MAW have those isssues mostly fixed, while TCC and Nightmare are a few commits behind.
Updating.
Edit 2:
Now all version should be updated with latest changes.
Make sure to download latest version, make a backup of current files (just in case), and replace them.
Keep in mind seraphin has a "Divine Shield" ability activated with E now.
Thanks a lot for the feedback, looking forward to hear more about your experience

Enjoy

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