Search found 929 matches

by Xfing
15 Mar 2024, 20:54
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8257
Views: 5889617

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Ok, regarding Splitter the axe - no idea why it wasn't working for me, now it is without issues. What's curious though is that it makes the wielder immune now, instead of giving +50 to fire res like the description says. That affects only the wielder - the party does take splash damage from the impa...
by Xfing
12 Mar 2024, 15:00
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8257
Views: 5889617

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

I remembered one bug. Splitter the axe (the one that creates a fireball in your vicinity) bugs the game out for me if I attempt to have a character use it. It just crashes and the console is brought up. I can get the error log if needed
by Xfing
16 Feb 2024, 21:34
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8257
Views: 5889617

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

There's one bug (or should I say missing feature) I've noticed. While shields or other apparel enchanted with "of Shielding" will provide a permanent individual Shield effect on a character, unenchanted grandmaster shields will not. The GM perk of shield mastery is supposed to be "pro...
by Xfing
08 Feb 2024, 19:18
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8257
Views: 5889617

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

I like all these suggestions. I did remember also feeling like it'd be nice to mesh the units from the 3 games together where it fits. Imagine liches in the Necromancer's Guild for example, the lack of lich enemies kinda underplayed the evil of the Necromancer's Guild in MM8. But that'd require sitt...
by Xfing
04 Feb 2024, 12:51
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8257
Views: 5889617

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Bad example because Path of Exile allows you to do exactly that and is very successful for it, having a Marauder able to pick up a wand because that's what the randomness of the loot dropped and since you're stranded you gotta make do with what you get, makes it for a huge immersion-building gamepl...
by Xfing
25 Jan 2024, 01:53
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8257
Views: 5889617

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

So you saying monks can GM armsmaster, if human/goblin/mino? I don't think any race gets + to armsmaster in the verison I have currently (which was freshly downloaded from Rodril), but if they did then sure, you could make monks with GM, that's how it works :D I think currently Humans only get + to...
by Xfing
23 Jan 2024, 22:06
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8257
Views: 5889617

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Currently playing races unlocked with melee party of 3 human monks, 1 minotaur druid, 1 troll cleric. These monks can GM armsmaster, on top of GM unarmed and staff, which pumps a lot of dmg. My minotaur druid also can GM armsmaster, so no pushover either. Would have used minotaur cleric too, for mo...
by Xfing
23 Jan 2024, 08:18
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8257
Views: 5889617

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

And what’s the problem if I want to do this and I can? This is the beauty of the mod that everyone plays as they please. If you want to play within certain limits and strict rules, then play, who's stopping you? But promoting this nonsense is a bad idea. Let's then introduce strict censorship on th...
by Xfing
21 Jan 2024, 22:25
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8257
Views: 5889617

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Why do you just want to limit something? What is the point of limiting the player in his worldview and giving clear instructions on what is “good” and what is “bad”? It was only after so long that we came to the idea of complete freedom in class and race, and you want to roll back everything and ag...
by Xfing
21 Jan 2024, 05:11
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8257
Views: 5889617

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Hey, I've noticed some inconsistencies in Class Skills.txt, so I've made some minor tweaks. Use'em if you like 'em. The major overhauls such as Druids being able to GM all schools have not been touched. https://drive.google.com/file/d/1zSXdya68jVKood7xkuwlVtT2j_9zMpbv/view?usp=sharing - Liches and t...
by Xfing
20 Jan 2024, 21:10
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8257
Views: 5889617

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Exactly - once a lich, there is no going back, but opening up master wizard for necromancers would open up the whole gamut for them - a master necromancer could even switch to archmage, and having that path available for MM8 necromancer NPCs would be pretty cool. Speaking of archmages and new artifa...
by Xfing
19 Jan 2024, 21:09
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8257
Views: 5889617

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

https://drive.google.com/file/d/1g4kXppZvdM_2hOKnECgJypYcUI3dBB0c/view?usp=sharing Ok, here's a "bare minimum version", containing only the following changes: - Fixed the ones from MM7 so they work as intended - Blade of Mercy works for Master Necromancers (can't see why it shouldn't) - Ec...
by Xfing
19 Jan 2024, 20:36
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8257
Views: 5889617

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

How about a compromise for that Good/Evil discussion: if its possible to make 2 versions for the items.txt/mmmerge.t.lod/extraartifacts.lua without the loss ofe other features, then put together a package for downloading in the first post of the thread (or better said -> have rodril put the link to...
by Xfing
18 Jan 2024, 14:18
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8257
Views: 5889617

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

If I am not mistaken, Spiritslayer description says only: "Many under the rule of Luthiner the Severe saw the existence of his spear Spiritslayer as proof of the existence of evil. The injuries caused by the spear go beyond the physical as Spiritslayer takes a strike as an opportunity to drink...
by Xfing
15 Jan 2024, 18:11
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8257
Views: 5889617

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Yeah, those extra ones are easy to exclude, I just thought it'd be fun to make hero alignment matter even more than it did already. Still, at the very least Spiritslayer should remain evil, even if we drop everything else. As for Elsenrail/Glomenthal - the idea was that dual wielding them would be a...
by Xfing
15 Jan 2024, 05:23
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8257
Views: 5889617

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Hello, I dove a bit into the game's files in an attempt to fix the fact that items labeled "Good" or "Evil" no longer worked in the Merge, because the flag from MM7 that determined party alignment based on the choice of the judge is no longer in use in the Merge. I was able to fi...
by Xfing
13 Jan 2024, 01:45
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8257
Views: 5889617

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Oh, and one more thing I remember - it's now possible to get Troll peasants to become Trolls by visiting a Regeneration teacher, but there still doesn't seem to be a way to make a minotaur peasant get the "Minotaur" class. I suggested having Axe teachers let you do that, since they don't h...
by Xfing
11 Jan 2024, 23:06
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8257
Views: 5889617

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Thanks for getting back Rodril! Always happy to offer some ideas :D I can also help with the legwork on some of these (like the scrolls and spellbooks) if you'd like, since I have some experience editing the item tables, I'd just need some instructions. Or if you prefer to do it yourself that's fine...
by Xfing
07 Jan 2024, 21:12
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8257
Views: 5889617

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Been a while. Glad to see the mod is still being worked on and updated. I haven't played in some time myself, but I've probably reported most of the recent bugs. Not sure if this has been addressed yet (haven't seen it be commented on), but as I've mentioned - there is a problem where you can get ar...
by Xfing
07 Jan 2024, 20:46
Forum: Might and Magic
Topic: GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]
Replies: 552
Views: 6856505

Re: GrayFace MM7 Patch v2.5.7 [Mar 4, 2022]

I thought that trap can be triggered only once, and when you cast telekinesis on that switch once, it can never trap you again. I had no idea the trap could work in a repeatable fashion (I know it's a necro btw, bear with me haha)

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