Search found 18 matches
- 21 Jun 2024, 20:41
- Forum: Might and Magic
- Topic: [New Mod] Might and Magic VII: Amber island is finally out!
- Replies: 116
- Views: 90447
Re: [New Mod] Might and Magic VII: Amber island is finally out!
Greetings, I hate to have to ruin the immersion of the game, but I'm in the Archmage Residence dungeon checking from top to bottom and I'm missing a teleporter gem, the one in the sun room, I found the other one but it doesn't appear, try avoid having to ask for a guide but I don't know where to lo...
- 21 Jun 2024, 09:15
- Forum: Might and Magic
- Topic: MM7 skill emphasis mod (#1)
- Replies: 21
- Views: 2804
Re: MM7 skill emphasis mod (#1)
Hello. Nice mod. However, there are some questions: some skill descriptions are old, not showing changes of your mod some spells seem useless now. What I mean: bless gives you 5+1/skill to attack. It was huge difference in vanila, but now weapon skills grant you +8 attack at average. So 38+6 not a b...
- 19 Jun 2024, 12:41
- Forum: Might and Magic
- Topic: [New Mod] Might and Magic VII: Amber island is finally out!
- Replies: 116
- Views: 90447
Re: [New Mod] Might and Magic VII: Amber island is finally out!
Started playing recently (lvl 7 now). Well it's VERY solid work. I liked dungeons level design very much. Oak Cottage is perfect starting dungeon, far better than original Temple from Emerald Island. Very nice and thematic. Shortcut in Apple Cave is nice too However, due to the complexity of the lev...
- 06 Jun 2024, 05:08
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v3.1 holiday release!
- Replies: 149
- Views: 84721
Re: Elemental Mod for MM7 -- v3.1 holiday release!
Thx for reply.
Looking forward to the end of the summer
Looking forward to the end of the summer
- 05 Jun 2024, 18:11
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v3.1 holiday release!
- Replies: 149
- Views: 84721
Re: Elemental Mod for MM7 -- v3.1 holiday release!
Status update: since about May me and Kaltenberg were working on a new dungeon for a unique Sniper quest (as in Vanilla it duplicates the Master Archer quest, and doesn't require traveling to boot). Kaltenberg did all the modeling, bless his heart, and I only had to texture and script and stuff lik...
- 27 May 2023, 17:05
- Forum: Might and Magic
- Topic: Might & Magic 7: Reimagined (Big Overhaul Mod)
- Replies: 53
- Views: 45235
Re: Might & Magic 7: Reimagined (Big Overhaul Mod)
I also feel that rangers and druids are better to use in my mod. That is 146% true! I still think that Ranger is little weaker than others, but hey, he is not bad at least! I been able to enter Wine Cellar before Judge Grey quest. Some options in GreyFace patch installation window (such as "In...
- 27 May 2023, 09:27
- Forum: Might and Magic
- Topic: Might & Magic 7: Reimagined (Big Overhaul Mod)
- Replies: 53
- Views: 45235
Re: Might & Magic 7: Reimagined (Big Overhaul Mod)
I've tried to enter Wine Cellar before Judge Quest. Party: CLR/THF/SRC/SRC. Overall, it's too easy. Sorcerers keep spaming their 1 level dmg spells, and anyone who come close enough is welcomed by mace&dagger smash for 70-150 dmg per round. If melee is undesirable, there is always amazing slow s...
- 26 May 2023, 14:35
- Forum: Might and Magic
- Topic: Might & Magic 7: Reimagined (Big Overhaul Mod)
- Replies: 53
- Views: 45235
Re: Might & Magic 7: Reimagined (Big Overhaul Mod)
Well, game is MUCH easier now. I miss old challenge spirit)
aaaand
Game crushes while trying to enter Wine Cellar in Tatalia
aaaand
Game crushes while trying to enter Wine Cellar in Tatalia
- 25 May 2023, 19:46
- Forum: Might and Magic
- Topic: Might & Magic 7: Reimagined (Big Overhaul Mod)
- Replies: 53
- Views: 45235
Re: Might & Magic 7: Reimagined (Big Overhaul Mod)
Reimagined mod is now updated to version 1.6 (as of 18.05.2023) Link to current version is provided in the first post along with list of most noticable changes I made in update. Have you made a lot of balance changes? I fell It plays a lot easier than before (I played 1.2 I guess). Too much good or...
- 25 May 2023, 05:47
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v3.1 holiday release!
- Replies: 149
- Views: 84721
Re: Elemental Mod for MM7 -- v3.1 holiday release!
Glad you've found something useful. Looking forward to the next release! About last point, increasing monsters speed over players speed can lead to undesirable side effect - it can make fireball spell useless against them. Just a thought about bows. In some cases you just devastate everything with b...
- 22 May 2023, 18:09
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v3.1 holiday release!
- Replies: 149
- Views: 84721
Re: Elemental Mod for MM7 -- v3.1 holiday release!
Thanks! About difficulty -- I was careful not to scare off my players by making it too hard, but I apparently misjudged my audience: everyone keeps saying it's still kinda easy. So for 4.0 I'll try to add more challenges (such as smarter AI, new monster abilities, better-aimed projectiles, and so o...
- 22 May 2023, 13:31
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v3.1 holiday release!
- Replies: 149
- Views: 84721
Re: Elemental Mod for MM7 -- v3.1 holiday release!
Hello. Quick review after game. Race\Class rebalance is AMAZING! Skill rework - is amazing too!! Spells. Some are amazing too - like Aura of Conflict or Spectral Weapon. My part almost never used offensive speels - they are too expensive for low SP pull of (Ranger/Archer/Paladin). So I'm not sure is...
- 19 May 2023, 10:38
- Forum: Might and Magic
- Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
- Replies: 197
- Views: 249371
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders
Hello. Thank you for you work.
I think, I found a bug. Enemies under "charmed" or "afraid" effect still attack party from time to time. It happens almost 100% at the moment of switching to the turn-based mode.
I think, I found a bug. Enemies under "charmed" or "afraid" effect still attack party from time to time. It happens almost 100% at the moment of switching to the turn-based mode.
- 24 Nov 2021, 05:07
- Forum: Might and Magic
- Topic: Might & Magic 7: Reimagined (Big Overhaul Mod)
- Replies: 53
- Views: 45235
Re: Might & Magic 7: Reimagined (Big Overhaul Mod)
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. Monk dodge is overhyped. I don't know how this managed to escape public attenti...
- 23 Nov 2021, 11:35
- Forum: Might and Magic
- Topic: Might & Magic 7: Reimagined (Big Overhaul Mod)
- Replies: 53
- Views: 45235
Re: Might & Magic 7: Reimagined (Big Overhaul Mod)
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...
- 17 Nov 2021, 16:04
- Forum: Might and Magic
- Topic: Might & Magic 7: Reimagined (Big Overhaul Mod)
- Replies: 53
- Views: 45235
Re: Might & Magic 7: Reimagined (Big Overhaul Mod)
Yes, I used this: https://www.dropbox.com/s/pr0zs26s0rpki ... 9.zip?dl=0AzimovHaas8 wrote: ↑16 Nov 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.
Well, I can redownload and check it again.
- 16 Nov 2021, 07:17
- Forum: Might and Magic
- Topic: Might & Magic 7: Reimagined (Big Overhaul Mod)
- Replies: 53
- Views: 45235
Re: Might & Magic 7: Reimagined (Big Overhaul Mod)
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 sugges...
- 15 Nov 2021, 06:37
- Forum: Might and Magic
- Topic: Might & Magic 7: Reimagined (Big Overhaul Mod)
- Replies: 53
- Views: 45235
Re: Might & Magic 7: Reimagined (Big Overhaul Mod)
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...