Search found 47 matches

by Gray Magic Expert
05 Apr 2024, 05:36
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8298
Views: 7025753

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

Artifact is replaced by gemstone, when one is already acquired by the party. Cannot check other points at the moment. Hmmm. Then something even stranger is at play. My curremt party started in MM7. The first artifact-specific chest I ever reached was the one near Erathia Obelisk. It didn't give me ...
by Gray Magic Expert
04 Apr 2024, 19:51
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8298
Views: 7025753

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

I am playing Base Merge (version from the first post of this thread). There is something very wrong with item generation, at least in my game: 1) All random-generated high tier (tier 3 and more) items appear with an enchantment. No basic Dwarven Hammers for me, only stuff like Dwarven Hammer of Ice,...
by Gray Magic Expert
30 Mar 2024, 15:38
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8298
Views: 7025753

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

A strange bug seems to be happening:
Zero non-enchanted items are generated in high-tier shops, or from powerful ore (siertal ore, or more powerful).

Spells like Vampiric Weapon, Fire Aura, Enchant Item and White Potions of bonus damage will be useless in late game it seems...
by Gray Magic Expert
20 Jan 2024, 11:41
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8298
Views: 7025753

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

Oh, and if I can have an unrelated suggestion - I think it would be fair that the Master Wizard promotion by Albert Newton in Enroth also affects Necromancers, not just the Wizard class - after all the skills have full overlap and the Master Wizard is an improvement in all aspects over the Necroman...
by Gray Magic Expert
19 Jan 2024, 09:38
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8298
Views: 7025753

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

Nitpick: paralyzed enemies are ignored as targets in vanilla (just like stoned ones). I mean that Light Path characters get access to Paralyze spell. Paralyzing enemies and then killing them is one of the benefits of Light Magic in mm7 and 8. (In mm 6, monster Status resistance is too high to use P...
by Gray Magic Expert
18 Jan 2024, 16:53
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8298
Views: 7025753

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

It's not the effects of the enchantment that should matter, so no idea where you took the Spirit Lash think from and why do you think it's relevant. The description of the spear says that people "saw the existence of his spear Spiritslayer as proof of the existence of evil". You say it's ...
by Gray Magic Expert
18 Jan 2024, 07:02
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8298
Views: 7025753

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

Wouldn't it be better to negate relic stacking instead, since that's where the overpoweredness is coming from anyway? No, it would be worse. Problem is: most Artifacts/Relics are rather meh compared to normal high-level items. The fact that relic bonuses can stack, unlike normal enchantments, makes...
by Gray Magic Expert
17 Jan 2024, 20:23
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8298
Views: 7025753

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. If I am not mistaken, Spiritslayer description says only: "Many under t...
by Gray Magic Expert
15 Jan 2024, 17:13
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Replies: 8298
Views: 7025753

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 f...
by Gray Magic Expert
24 Oct 2023, 19:47
Forum: Might and Magic
Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Replies: 192
Views: 190827

Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]

Hey! Looks like you are enjoying the party! It's very offensive oriented with no dedicated healer, so I guess prolonged and ranged fights might be hard :P Bosses and monsters are hard by design, even if some of them are harder than others, specially bosses. I had no issues dealing with Goblin Wizar...
by Gray Magic Expert
21 Oct 2023, 13:11
Forum: Might and Magic
Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Replies: 192
Views: 190827

Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]

Game progress report. Party of Blood Knight, Rogue, Rogue, Seraph. Level 49. True Nightmare is On. Biggest achievments: Gorgon Sisters (Steno and Eryale) in Temple of the Moon; Dragon Cave in Mire of the Damned; Warlord's Fortress. Smaller achievments: Dragon Tower drakes; a gulf between Southern an...
by Gray Magic Expert
06 Oct 2023, 04:50
Forum: Might and Magic
Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Replies: 192
Views: 190827

Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]

Well, in my case it says 2 things whenever the slow spell impacts the target: 1) first error report ..._patch MAW UNM Might and Magic 6\Scripts/Core/events.lua:230: array index (-10399.049270073) out of bounds [0, 142] stack traceback: [C]: in function 'error' ...d_patch MAW UNM Might and Magic 6\Sc...
by Gray Magic Expert
22 Sep 2023, 05:00
Forum: Might and Magic
Topic: Armageddon spell: is it broken? How would you change it?
Replies: 12
Views: 2818

Re: Armageddon spell: is it broken? How would you change it?

I think that Armageddon is mostly fine as it is. To truly clear the whole high-level map using armageddon only, you must bring the whole team of dark magic casters - and if you have such a party, then you have enough tools to clear the map 'normally': between souldrinker, dragon breath, meteor/star ...
by Gray Magic Expert
22 Sep 2023, 04:47
Forum: Might and Magic
Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Replies: 192
Views: 190827

Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]

I set up version 2.2 over might and magic extension 257.
The game still crashes when I use slow spell...
by Gray Magic Expert
18 Jul 2023, 11:07
Forum: Might and Magic
Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Replies: 192
Views: 190827

Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders

Bugs in 2.1.7: 1) Slow spell crashes the game 2) Herbalist and its 1st promo don't have class description. Second promo - still waiting for test. 3) Deacon of the Deep (Ironfist Baa miniboss) has some overpowered melee attack, which sends 200 hp chars into -100 hp range. The description of the monst...
by Gray Magic Expert
09 Jul 2023, 18:41
Forum: Might and Magic
Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Replies: 192
Views: 190827

Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders

I see new changes for version 2.1.4

Will check them out shortly.

One thing I definitely don't like: barrels going from +5 to +2. I didn't find +5 OP during my playthroughs. Primary stats are good, don' get me wrong, but other tools are much more impactful. Why exactly do you want to weaken barrels?
by Gray Magic Expert
09 Jul 2023, 12:17
Forum: Might and Magic
Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Replies: 192
Views: 190827

Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders

Okay, my first big report about gameplay experience - Playthrough on levels 1-22 (1st part, right now I have level 32): At level 22 I bought Lloyd's beacon spell-book. That thing made me broke for while, but came extremely handy for both traveling and exploring dungeons. With the help of beacon, I m...
by Gray Magic Expert
04 Jul 2023, 05:19
Forum: Might and Magic
Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Replies: 192
Views: 190827

Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders

Re: grey knight - Even with unchecked blood knight grey knight fails to appear. Only old reliable normal knight exists. Definitely something weird is happening! Other classes seem to appear as intended. Enjoy the game and let me know about your findings So far, the game is really impressive. Love th...
by Gray Magic Expert
03 Jul 2023, 15:27
Forum: Might and Magic
Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Replies: 192
Views: 190827

Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders

Bugs: Bug 1. Grey Knight Class does not appear, even with [KnightAsGreyKnight=true] Bug 2. Herbalist class description does not work. Druid description is shown instead. Bug 3. Necromancer and Herbalist do not get spellbooks for starting Dark/Light skills. By standard rules of the game, they should ...
by Gray Magic Expert
03 Jul 2023, 10:37
Forum: Might and Magic
Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Replies: 192
Views: 190827

Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders

Thanks for the explanation! It would be convenient have a text file with the following descriptions: 1) Normal base class skills, stats per level and bonuses. Also, the bonuses for mastery, if [mastery=true] is enabled. 2) Sub-class skills, stats per level, and special traits, including: a) Is maste...

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