Search found 35 matches

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: 6
Views: 276

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: 158
Views: 21177

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: 158
Views: 21177

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: 158
Views: 21177

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: 158
Views: 21177

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: 158
Views: 21177

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: 158
Views: 21177

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: 158
Views: 21177

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...
by Gray Magic Expert
02 Jul 2023, 20:53
Forum: Might and Magic
Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Replies: 158
Views: 21177

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

Also:
- how is "mastery" setting in .ini is supposed to work?
- which mastery bonus does shaman get?
by Gray Magic Expert
02 Jul 2023, 20:26
Forum: Might and Magic
Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Replies: 158
Views: 21177

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

A question about Seraphin: I see, that they are a paladin subclass now. And now there is a definitive bug out there: seraph class description says that they can use only swords maces and staves, however the class starts with spear and sword skills. Something need to change: either starting skills, o...
by Gray Magic Expert
22 Jun 2023, 11:50
Forum: Might and Magic
Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Replies: 158
Views: 21177

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

Tried to launch most resent nightmare mode. It says: ...Might and Magic 6\Scripts/Core/RSMem.lua:2222: hook at address 41D18D is already set stack traceback: [ C ]: in function 'error' ...Might and Magic 6\Scripts/Core/RSMem.lua:1621: in function 'mem_hook' ...Might and Magic 6\Scripts/Core/RSMem.lu...
by Gray Magic Expert
04 Jun 2023, 09:26
Forum: Might and Magic
Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Replies: 158
Views: 21177

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

Hello! I am sorry for lack of feedback about the gameplay.

IRL stuff caused a hiatus in playing mm6.
But right now it seems that I can get back at playing MAW!

Which features, besides Assassin class (I am definitely going to play that!), need testing the most?
by Gray Magic Expert
04 Jun 2023, 07:50
Forum: Might and Magic
Topic: Elemental Mod for MM7 -- v3.1 holiday release!
Replies: 129
Views: 32931

Re: Elemental Mod for MM7 -- v3.1 holiday release!

Hello, Tomsod! Just wanted to thank you for this mod and share some observations. I played this MOD for quite about half-a-year ago. Keep in mind that right now I don't have a proper Elemental Mod installation on gaming PC, so I won't be able to quickly check stuff in game, I write everything from m...
by Gray Magic Expert
16 Apr 2023, 15:22
Forum: Might and Magic
Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Replies: 158
Views: 21177

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

-Combo finisher is always a spell, right? -5% damage per mastery point to combo finisher is multiplicative, or additive? Assume the following: I cast Mastery 10, Master Air 10 Staruburst with 0 combo points, and all stars hit two foes. How much damage each foe would get (assuming no resistances)? Sa...
by Gray Magic Expert
16 Apr 2023, 11:57
Forum: Might and Magic
Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Replies: 158
Views: 21177

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

try the new classes first , i dont think you will find them imba. Shadows lose their damage reduction if they are the only cat left conscious. Herbalist cure wounds still heals less than power cure but for lower mana. the formula for heal vs life% is *(175%-life% left) meaning if target has more th...
by Gray Magic Expert
16 Apr 2023, 11:28
Forum: Might and Magic
Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Replies: 158
Views: 21177

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

New classes: - Shadow looks like a bait for exploits. (Like going water 4, air 4 and everything else into bodibuilding, to run deep into enemy territory and set up Loyd Beacons) - Herbalist - looks OP. Having a dedicated utility specialist with super-powerful healing and a staff skill looks like a ...
by Gray Magic Expert
16 Apr 2023, 10:01
Forum: Might and Magic
Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Replies: 158
Views: 21177

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

Shield: Shield reduces damage taken by 1%, meaning damage is *0.99^shield. 10+10 gives same benefit as 20 (damage reduced by 18%) so more shield bearers give better protection for less investment. Knight gives double reduction 0.98^20 =33% reduction. This is for all party not just the wearer. The r...
by Gray Magic Expert
16 Apr 2023, 06:02
Forum: Might and Magic
Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Replies: 158
Views: 21177

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

Combo points in ranged fights: Why not use the same melee mechanics, but with additional restriction on current energy? For example: If rogue has, say > 80 energy, then a successful ranged attack provides a combo point, and also gets all other bonuses. But if rogue has less than 80 energy - ranged ...
by Gray Magic Expert
09 Apr 2023, 19:57
Forum: Might and Magic
Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Replies: 158
Views: 21177

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

Bug: paladins don't get mana regen from meditation skill. 30 mana meditation 1 seraph has mana regen, but 36 mana mediattion expert 4 paladin does not! Question: where can I see combo points for rogues? Edit: so far, rogues feel lame. They cannot earn combo points in ranged combat - therefore, they...
by Gray Magic Expert
05 Apr 2023, 06:23
Forum: Might and Magic
Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Replies: 158
Views: 21177

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

Thanks for report, I will probably need Eksekk help to solve this bug. No idea what's the cause. I hope it's not too game breaking for you, I barely visit shops due to shortage of money (and I recently I've stopped buying, enchant and reselling stuff) rogue seraph paladin and who? Where did you arr...

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