Search found 929 matches
- 31 Oct 2014, 10:14
- Forum: Might and Magic
- Topic: MM7: Weaponmaster only partially (N+E) affects Unarmed?
- Replies: 10
- Views: 7614
It's a formula error. Normal and Expert Armsmaster bonuses indeed apply to even your bare hands, but the Master bonus doesn't. I'm not really sure though, but this might be intentional. I was thinking of removing the Monk's Master Armsmaster perk at first, and turns out it would have been a good dec...
- 31 Oct 2014, 10:11
- Forum: Might and Magic
- Topic: Is it possible to edit event flags in MM7?
- Replies: 9
- Views: 7074
I never got the trumpet quest in my save. Time passed, and then I immediately got the message about Grey dying. This is not the first time it's happened to me, I don't really know what determines this. But no matter, I still have a somewhat earlier save ready, so I should be able to play back to tha...
- 30 Oct 2014, 23:59
- Forum: Might and Magic
- Topic: Is it possible to edit event flags in MM7?
- Replies: 9
- Views: 7074
Is it possible to edit event flags in MM7?
I know MM7view might be capable of doing it, but I don't know how. My problem is: I've completed the war quests for both Erathia and Avlee, stole the Riverstride plans and rescured Loren Steel. But whenever I warp back to Castle Harmondale, it sets it automatically so that Erathia wins and I never g...
- 30 Oct 2014, 10:35
- Forum: Might and Magic
- Topic: MM7: Yet another skill table mod! (for better balance IMO)
- Replies: 34
- Views: 23376
I feel the same way about the Rogue quest. The easy way is to hire a gate master, but if you want to do it as designed (without massive save abuse) it isn't something you likely touch until after you have chosen light or dark. Yeah. The Warrior Mage quest/Dwarf Rescue is similarly tricky to pull of...
- 30 Oct 2014, 00:12
- Forum: Might and Magic
- Topic: mm7 get off dagger wound island rich and strong
- Replies: 29
- Views: 16537
Armageddon doesn't really work in MM6, though. It's just not well implemented in terms of code. Flying enemies resist it outright. It's probably been patched already, though, but I'm not sure. And as for the wel in Eeofol, abusing it sure is fun, but then you entirely lose your perspective as to how...
- 30 Oct 2014, 00:09
- Forum: Might and Magic
- Topic: MM7: About using 2 melee weapons
- Replies: 1
- Views: 2592
Re: MM7: About using 2 melee weapons
When holding 2 weapons, do you get all the the benefits from both weapons? E.g.: 1. Does a thief with a sword(M) and a dagger(GM) still get the triple damage chance, the added damage/skill and the attack speed of the dagger? 2. Does a Paladin with a Mace(GM) and a sword(M) still have the chance to ...
- 29 Oct 2014, 02:13
- Forum: Might and Magic
- Topic: MM7: Yet another skill table mod! (for better balance IMO)
- Replies: 34
- Views: 23376
Okay, still playing the game with the spawn mod... Entire party is already Level 25 and I still haven't even done the barrows or the Rescue the Dwarves mission. I cleaned out the Tidewater Cavern on level 11, but it took me like at least 3,5 hours of real life time! Now that's what I call an adventu...
- 26 Oct 2014, 21:17
- Forum: Might and Magic
- Topic: mm7 get off dagger wound island rich and strong
- Replies: 29
- Views: 16537
I'm always at around level 70 when I finish a vanilla game. Learning is supposed to compensate for the fact that frail characters will supposedly spend more time unconscious, but in practice you can keep everyone conscious quite easily, and then discrepancies become clear. Would probably have been s...
- 26 Oct 2014, 15:41
- Forum: Might and Magic
- Topic: MM7: Yet another skill table mod! (for better balance IMO)
- Replies: 34
- Views: 23376
Looking good. Are you still planning on adding a monster spawn modification? What would you say is reasonable? I'm only editing character skill levels, a spawn mod would have to be done separately I'm afraid. But look around in this thread, one spawn mod has been posted and it works quite fine. I m...
- 25 Oct 2014, 20:52
- Forum: Might and Magic
- Topic: mm7 get off dagger wound island rich and strong
- Replies: 29
- Views: 16537
- 25 Oct 2014, 12:01
- Forum: Might and Magic
- Topic: mm7 get off dagger wound island rich and strong
- Replies: 29
- Views: 16537
I don't know where you get that level cap from. It is true for MM8, there the cap is level 200. Try for yourself and see, you can't train past level 200 anywhere. Eofol? Do you mean the Land of the Giants? Yes, which is a part of Eeofol. I use scholars usually just for Wromthrax's cave. Beyond that...
- 25 Oct 2014, 10:16
- Forum: Might and Magic
- Topic: MM7: Yet another skill table mod! (for better balance IMO)
- Replies: 34
- Views: 23376
Ok, let's get to changin'! Thief: Merchant: MMMM -> MMGG Paladin: Self Magic: BEGG -> EMGG Sword: MMMM -> EEEE Spear: EEEE -> MMMM Merchant: MMMM -> EEEE Archer: Elemental Magic: BEGG -> EMGG Ranger: Magic: -BMM -> -EMM Cleric: Self Magic: EMGG -> MMGG Merchant: MMGG -> EMMM Meditation: MMMM -> EMMM...
- 25 Oct 2014, 01:05
- Forum: Might and Magic
- Topic: MM7: Yet another skill table mod! (for better balance IMO)
- Replies: 34
- Views: 23376
Are you including the extra 3-18 fire from the enchant? That's why dual wielding feels so strong, you get a second weapon enchant. Right... but you can get expert Dagger with a Ranger as is, and use it along with an axe. No need for getting swords dragged into this IMO. Sorry I wasn't clear. I mean...
- 25 Oct 2014, 00:15
- Forum: Might and Magic
- Topic: MM7: Yet another skill table mod! (for better balance IMO)
- Replies: 34
- Views: 23376
Another balance update draft: updates to the files will be made tomorrow, I think. I have noticed that due to buffing the magical classes I have created a situation where a class jumps two levels of mastery after a single promotion, such as BEGG for the Archer's Elemental Magic schools. This really ...
- 25 Oct 2014, 00:03
- Forum: Might and Magic
- Topic: MM7: Yet another skill table mod! (for better balance IMO)
- Replies: 34
- Views: 23376
Are you sure there's a penalty for dual wielding with a spear? MM6 had one, but even that wasn't all that big a deal. Using a spear in one hand removes 1d9 from its damage output. Not much, it would seem, but due to the bugged dual-wielding mechanic I made a thread about, even adding in a 2d3+7 dag...
- 24 Oct 2014, 22:57
- Forum: Might and Magic
- Topic: MM7: Yet another skill table mod! (for better balance IMO)
- Replies: 34
- Views: 23376
Does this work? (A mod of some variant of the survival mod, except with vanilla items and less absurd monster hp values.) Hmmm... not sure what to do with it. Do you insert it into Events.lod with MM7view or what do you do? Judging from the name it's just Survival's spawn mod without the new item i...
- 22 Oct 2014, 19:40
- Forum: Might and Magic
- Topic: MM3 - some questions, just started playing
- Replies: 30
- Views: 10767
- 22 Oct 2014, 09:15
- Forum: Might and Magic
- Topic: mm7 get off dagger wound island rich and strong
- Replies: 29
- Views: 16537
- 22 Oct 2014, 00:27
- Forum: Might and Magic
- Topic: mm7 get off dagger wound island rich and strong
- Replies: 29
- Views: 16537
Killing the dragon is valid in my opinion, but I think you should only pick up the contents of its corpse once for it to be fair. I don't like teaching Bow to all my characters, usually only Archers and Rangers have bows in my party. And I never really play as Rangers because they're abysmal. Might ...
- 22 Oct 2014, 00:22
- Forum: Might and Magic
- Topic: Was the MM7 skill and magic system a good design decision?
- Replies: 3
- Views: 5148
Well as you've probably already seen, the mod has been already made. We can continue with this discussion in that thread, I think :P But to address this one thing: I do not think giving the Paladin GM in self makes him broken and preferable over the Cleric. The Cleric can get Master and GM in Light ...