Search found 201 matches
- Yesterday, 15:39
- Forum: Might and Magic
- Topic: GrayFace MM8 Patch v2.5.7 [Mar 4, 2022]
- Replies: 344
- Views: 202737
Re: GrayFace MM8 Patch v2.5.7 [Mar 4, 2022]
Indeed, it's a Merge thing. In the original MM8 the 1st character, if they're a troll, gets promoted when you first turn in the quest, and the post-quest promotion code just doesn't check that slot again, as you cannot swap the protagonist in vanilla. Report this in the Merge thread, they're the one...
- 23 Mar 2023, 15:45
- Forum: Might and Magic
- Topic: What spells do you use in Might and Magic?
- Replies: 30
- Views: 12616
Re: What spells do you use in Might and Magic?
Early on attack spells are weak and expensive, so buffs are the most useful: Bless and Heroism, Shield, Haste and Fire Aura. Regeneration is outright broken in MM7, and Berserk is very helpful against groups of melee enemies. And Expert Wizard Eye is something I get ASAP, as I feel blind without it....
- 10 Mar 2023, 22:31
- Forum: Might and Magic
- Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
- Replies: 67
- Views: 6158
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
Mind telling where that bit of code is located? I probably can fix it. It's at zASSASSIN.lua:18, but Malekitsu already fixed it. There is a lot of work to do, so any design idea you want to share is welcome I certainly can elaborate on my rage ideas. They're for MM8, though, not MM6, but maybe some...
- 07 Mar 2023, 18:11
- Forum: Might and Magic
- Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
- Replies: 67
- Views: 6158
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...
- 21 Feb 2023, 09:21
- Forum: Might and Magic
- Topic: Maestro's Augmentation mod for MM7 - begins!
- Replies: 36
- Views: 2768
Re: Maestro's Augmentation mod for MM7 - begins!
Happy birthday indeed! The new assets look delicious. Care to share what's planned for 0.2 onwards?
- 26 Jan 2023, 17:49
- Forum: Might and Magic
- Topic: [WIP] Outdoor map
- Replies: 5
- Views: 1019
Re: [WIP] Outdoor map
Sprites can't rotate the same way 3D models do, as they're 2D images. It's possible to make several images that will each be displayed depending on party rotation, but it's rather janky-looking. If you want the plant to grow on wall, change the wall's texture instead.
- 26 Jan 2023, 16:14
- Forum: Might and Magic
- Topic: Might and Magic IX(9) remake
- Replies: 2
- Views: 912
Re: Might and Magic IX(9) remake
Sorry for bursting your bubble, but you won't be able to remake MM9 from scratch alone. An entire team of paid professionals had worked on the original, and they arguably failed! If you really want to better the game, use existing assets as much as possible -- basically make a mod that fills all tho...
- 19 Jan 2023, 14:18
- Forum: Might and Magic
- Topic: MM6 Disarm experiments and results
- Replies: 2
- Views: 760
Re: MM6 Disarm experiments and results
I'll add that MM7 replaced the "of thievery" items with "of disarming", which give a numerical (1 to 25) bonus to the skill. However, this bonus is not multiplied at expert or master, unlike the skill's base value. Same with locksmith-type hirelings.
- 09 Jan 2023, 13:40
- Forum: Might and Magic
- Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
- Replies: 67
- Views: 6158
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
On shops restocking: that the shops choose their items on the first visit is normal to me. The bug is: if you quick-save and quick-load immediately after buying, the shop restocks again. I think it doesn't work on guilds, though. I wouldn't have this problem in vanilla MM6. Oops, bad wording: I mean...
- 09 Jan 2023, 12:13
- Forum: Might and Magic
- Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
- Replies: 67
- Views: 6158
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
* didnt know blossom was shrapnel in 7, so did wonder why you'd think it OP :) it can still be buffed, but not sure earth needs a strong outdoors spell. My stance is that either all outdoor spells must be strong, or none of them -- otherwise those that are not are comparatively useless. That's prec...
- 09 Jan 2023, 05:19
- Forum: Might and Magic
- Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
- Replies: 67
- Views: 6158
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
Further observations: * I was wrong about Death Blossom being OP -- I forgot that in MM6 it's just a single explosion rather than shrapnel, so with d10 it's just okay. In this light, in vanilla it must have been utterly pointless. * Rock Blast aims at the closest enemy -- is this vanilla MM6 behavio...
- 05 Jan 2023, 12:00
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v3.1 holiday release!
- Replies: 120
- Views: 24366
Re: Elemental Mod for MM7 -- v3.1 holiday release!
Well yes, since version 3.0 I played a few games until completing the game, I don't see anything that this mod of the original game hasn't improved, maybe a little annoying that much more exp is required to advance in level, in fact I finished the game before to reach level 50, but the skill points...
- 04 Jan 2023, 06:23
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v3.1 holiday release!
- Replies: 120
- Views: 24366
Re: Elemental Mod for MM7 -- v3.1 holiday release!
Thanks. BTW, do you have any feedback? Constructive criticism, new ideas, what you did or didn't like, what you find inconvenient etc. I understand you're pretty deep into the game by now, surely you must have opinions.
- 03 Jan 2023, 14:06
- Forum: Might and Magic
- Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
- Replies: 67
- Views: 6158
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
In fact heroism used to be 2 damage/skill, but it turned out to make spirit School waaaaay too op for melee party (to the point it was more effective investing in spirit rather than dagger to Increase dagger damage). Makes sense then. But I still think boosting Stone Skin so much was uncalled for. ...
- 03 Jan 2023, 08:54
- Forum: Might and Magic
- Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
- Replies: 67
- Views: 6158
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
Not sure you checked on the changes on spirit, the healing touch now offers a really good healing, share life healing is now improved and resurrection can save you in desperate situations. Luck not only provides extra spell resistance (increased by The new stats scaling), but also offers resistance...
- 03 Jan 2023, 07:22
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v3.1 holiday release!
- Replies: 120
- Views: 24366
Re: Elemental Mod for MM7 -- v3.1 holiday release!
D'oh, thanks for catching this! I've always used the default party to speed up the game start, so I never noticed the problem. The bug is indeed very easily fixable, here's the fixed mod DLL that you can put into ExeMods directory to remedy it.
- 02 Jan 2023, 09:41
- Forum: Might and Magic
- Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
- Replies: 67
- Views: 6158
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
Oh, right, HoP separate spells are also 1/skill, I derped and though they were 2/skill. Then I guess HoP at least makes sense, although only Stone Skin and the two Spirit spells benefit from skill fully (Haste and Shield are fixed except for duration), so the choice is between advancing Light on one...
- 02 Jan 2023, 01:54
- Forum: Might and Magic
- Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
- Replies: 67
- Views: 6158
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
So far so good. Getting 8 Diplomacy for the main quest became a team effort thanks to skill sharing. Paladin promotion was murderous, mostly because of the mercenaries which had ~1500 HP apiece. Had to bombard them with expensive spells from range and leave to restore SP after almost each kill. Wiza...
- 31 Dec 2022, 19:26
- Forum: Might and Magic
- Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
- Replies: 67
- Views: 6158
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
If you can, please open an issue on Github for the steal effect crash - we worked around it for non-TCC by outright disabling the special for Thief and Cutpurse type monsters. Sure. Do you mean the main repo or the TCC one? -Banker+factor is strong indeed, but also double merchant is really strong....
- 30 Dec 2022, 09:56
- Forum: Might and Magic
- Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
- Replies: 67
- Views: 6158
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
Okay, I finally started playing MAW+TCC. It's fun! Some observations so far: * Banker + Factor are very strong in the early game, as together they now give +28% to all gold, which is very welcome while you're still buying spells and equipment. And unlike in vanilla, the upfront cost is just 300 gold...