Search found 315 matches
- 03 Jul 2024, 17:01
- Forum: Might and Magic
- Topic: [New Mod] Might and Magic VII: Amber island is finally out!
- Replies: 102
- Views: 76731
Re: [New Mod] Might and Magic VII: Amber island is finally out!
As for the music, it's quite odd - did you use full build or just mod zip? It appears i didn't include music into mod zip archive... I've unpacked the zip onto the original game install, yes. It had MP3 tracks, but apparently not for the title screen (is it a new track?) More petty complaints befor...
- 27 Jun 2024, 21:50
- Forum: Might and Magic
- Topic: MM7 skill emphasis mod (#1)
- Replies: 21
- Views: 1831
Re: MM7 skill emphasis mod (#1)
Stealing skill is totally useless. Having effective 26 skill value (expert x 4+9 skill points) and can't steal even 50 gold bottle. Are you talking about actual stealing things from people/shops (as in vanilla)? It is useless. Nobody cares about it. That is why I added it additional meaning. But ev...
- 27 Jun 2024, 20:17
- Forum: Might and Magic
- Topic: Gold and Loot in Might and Magic 6
- Replies: 1
- Views: 257
Re: Gold and Loot in Might and Magic 6
Hire merchant NPCs before training (if training a lot of levels at once, at least). Circus offers nearly unlimited level 6 loot, which can be sold for lots of gold, so it's kind of broken. You can also buy items (if you can buy/sell at cost), enchant them, then sell them back, but it's degenerate. F...
- 26 Jun 2024, 13:12
- Forum: Might and Magic
- Topic: [New Mod] Might and Magic VII: Amber island is finally out!
- Replies: 102
- Views: 76731
Re: [New Mod] Might and Magic VII: Amber island is finally out!
I think you've got the same bug as MAW, in that if you buy something from a shop, then immediately save and reload, the shop restocks. I'm not complaining though, as I'm trying out Stealing for the first time in my life (disregarding my very first vanilla playthrough when I was very proud of myself ...
- 25 Jun 2024, 07:34
- Forum: Might and Magic
- Topic: [New Mod] Might and Magic VII: Amber island is finally out!
- Replies: 102
- Views: 76731
Re: [New Mod] Might and Magic VII: Amber island is finally out!
I've started playing, some observations so far: (EDIT: two more points) There's no music in the title screen? I guess since there aren't any promotions, there's little reason not to pick Druid instead of Sorcerer. Some other classes, like Thief or Ranger, are also crippled since they'll never get ma...
- 24 Jun 2024, 01:13
- Forum: Might and Magic
- Topic: Escaton and the destruction of Enroth
- Replies: 2
- Views: 295
Re: Escaton and the destruction of Enroth
FWIW, when you just place the Armageddon's Blade on the ground in some H3 map, the pick-up message is: Deep beneath the earth, you find a vault of the Ancients from before the Silence. Inside, you find a sealed casket, deeply etched with dire warnings. Ignoring them, you break the seal. Inside, you ...
- 07 Jun 2024, 19:08
- Forum: Might and Magic
- Topic: [New Mod] Might and Magic VII: Amber island is finally out!
- Replies: 102
- Views: 76731
Re: [New Mod] Might and Magic VII: Amber island is finally out!
Oh boy, you finished it! If I'm not mistaken, it's the first complete lotsa-new-locations MM6-8 mod since TCC part 2. (And we have at least one more to look forward to! Good times.) I'll certainly play it as soon as I find the time, but for now, could you estimate the size of all the new maps, as, s...
- 06 Jun 2024, 03:24
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v3.1 holiday release!
- Replies: 138
- Views: 76716
Re: Elemental Mod for MM7 -- v3.1 holiday release!
I'll try to release the next version before the end of summer. By my count, there are four major additions and a few dozen minor features left to be implemented before the mod is completely finished, and I'd like to cram it all into the next, final release (4.0). But if I have to, I can leave some m...
- 03 Jun 2024, 23:26
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
- Replies: 8364
- Views: 8902488
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
It was Light that was a pain in the ass since you had exactly one way to get enough positive rep to get there (expose the traitor) Not really, you could just turn in a bunch of side-quests at once. In a pinch, even bounties give rep, and those are recurrent. And removing negative rep can be easily ...
- 20 May 2024, 18:57
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
- Replies: 8364
- Views: 8902488
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Hero (good) Taoist (neutral) Villain (evil) The third tier one is a bit iffy, because what would be neutral between Hero and Villain? If it was wrestling, you could say "tweener" for being in-between Face and Heel, but that doesn't work here at all. And the second tier would have real-lif...
- 09 May 2024, 08:48
- Forum: Might and Magic
- Topic: MM7Rev4mod A Radical Redone
- Replies: 9
- Views: 1382
Re: MM7Rev4mod A Radical Redone
3) Archwizard promotion quest--get book of UnMaking--Thomas Grey doesn't give any hint where to go. Quest text says it's a tunnel to the Strange World, and that consulted w/ Torrent. Glanced around, no teleport item in party bags, Torrent doesn't warp me there, and when click Thomas Grey only optio...
- 08 May 2024, 06:55
- Forum: Might and Magic
- Topic: MM7 skill emphasis mod (#1)
- Replies: 21
- Views: 1831
Re: MM7 skill emphasis mod (#1)
What is scimitar? Never saw it in game. I'm guessing it's cutlass? In MM8 there's Goblin Scimitar with cutlass dice, and speaking as an ESL, all these terms might be confusing (for a long time I was adamant they're "sabers" and even based some artifact fluff on it before double-checking t...
- 28 Apr 2024, 07:48
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
- Replies: 8364
- Views: 8902488
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Oh, well that's Berserk, it is strong. One of my favorite spells actually! I'd thought you made something of the other Mind spells, since they're not as great IMO. I don't think there's a need to ban Charm, for instance, as it's not terribly game-breaking.
- 27 Apr 2024, 18:26
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
- Replies: 8364
- Views: 8902488
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
2. Prohibit/Edit imbalanced spells: I banned «Enslaved», «Berserk», «Charm», «Mass fear» and «Paralyse». Same with "Day of Gods" and "Hour of power" (stats sky-rocket in Merge due to potions, barrels, altars etc.), but I think they could just cost a lot more. "Slow" an...
- 25 Apr 2024, 11:26
- Forum: Might and Magic
- Topic: MM7 skill emphasis mod (#1)
- Replies: 21
- Views: 1831
Re: MM7 skill emphasis mod (#1)
The first one requires GM 40 in Perception and Disarm Traps (on the same PC), so it's literally impossible to pass. Both of them only disable some trap damage, anyway.
- 24 Apr 2024, 12:09
- Forum: Might and Magic
- Topic: MM7 skill emphasis mod (#1)
- Replies: 21
- Views: 1831
Re: MM7 skill emphasis mod (#1)
Four Paladins can raise their perception to 10 each to combine to 40. Other option is to edit max perception required in game. Which map requires 40? No, no, I was talking about vanilla and my mod, it's okay in yours precisely because of the combination feature. The required perception per map is t...
- 24 Apr 2024, 08:23
- Forum: Might and Magic
- Topic: MM7 skill emphasis mod (#1)
- Replies: 21
- Views: 1831
Re: MM7 skill emphasis mod (#1)
Ah, you mean this. There are plenty ways for people to hurt themselves. Yet one of my design guidelines is to avoid making such challenge parties impossible or unreasonably difficult (beyond what one can expect from playing four Knights, for example), so I care! I think the WIP version of my mod is...
- 23 Apr 2024, 23:16
- Forum: Might and Magic
- Topic: MM7 skill emphasis mod (#1)
- Replies: 21
- Views: 1831
Re: MM7 skill emphasis mod (#1)
Did not understand about blocking progress. You can pump perception as high as you need to open these doors and return back. As an extreme example, a party of 4 Paladins would be restricted to Novice Perception, and some areas require 40 skill IIRC. Even with Psychic and Scout hirelings that's a ta...
- 23 Apr 2024, 18:09
- Forum: Might and Magic
- Topic: MM7 skill emphasis mod (#1)
- Replies: 21
- Views: 1831
Re: MM7 skill emphasis mod (#1)
From just browsing the readme: the Perception change is pretty clever! In my mod it just improves corpse looting for now, but I wanted to have more dungeon stuff that depends on this skill, so I might steal your idea. Although, did you encounter any secret doors which would completely block progress...
- 13 Apr 2024, 04:02
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
- Replies: 8364
- Views: 8902488