Search found 398 matches
- 19 Jul 2022, 16:47
- Forum: Might and Magic
- Topic: GrayFace MM6 Patch v2.5.7 [Mar 4, 2022]
- Replies: 613
- Views: 406817
Re: GrayFace MM6 Patch v2.5.7 [Mar 4, 2022]
Just a follow up on the Finger of Death thing: M60 Dark is not 100% success against 0 Magic Resist monsters, so there's something funky going on with it. The vanilla description says success rate is 3%/4%/5% per rank but at M60 that would be 300% success rate and we're not seeing that. If anybody ha...
- 18 Jul 2022, 12:13
- Forum: Might and Magic
- Topic: MM randomizer (updated 2024-02-07)
- Replies: 7
- Views: 5399
Re: MM randomizer (updated 2022-07-07)
Because I'm playing this in conjunction with the Skill Emphasis Mod (which in its current state also increases monster difficulty in order to discourage exactly the sort of encounter skipping that Randomizer occasionally needs - once the tech's all done I'm going to make a Randomizer-Aware branch th...
- 17 Jul 2022, 12:08
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
- Replies: 8269
- Views: 6258598
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
Yeah. This is about what I did. Not sure about 'cheat engine' but I just set townportal in his spellbook using hex editor. The needed byte I found with the help of char editor for mm8. I am afraid editor may break mmmerge saves but it showed me the byte close to the mage's name. Then I just edited ...
- 13 Jul 2022, 14:00
- Forum: Might and Magic
- Topic: Slow-pace/Roleplaying M&M Rules (MMMerge/MM8/MM7/MM6)
- Replies: 8
- Views: 3505
Re: Slow-pace/Roleplaying M&M Rules (MMMerge/MM8/MM7/MM6)
You call it "cheese" but I call it necessary - you can't rest inside the Hive (100% interruption rate) and even with M60 Meditation/Body Building you're going to need to fall back at some point, plus some Kreegan have the SP Drain effect on hit so magic-focused teams will need to regroup e...
- 11 Jul 2022, 13:40
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 930
- Views: 483346
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
You can modify the monsters directly after loading the map. To do this, create a file with map file name and ".lua" extension in Scripts/Maps, for example oute3.lua, and inside put this code: To be clear: what I'm looking to do is to substitute certain monster IDs for other monster IDs on...
- 11 Jul 2022, 12:35
- Forum: Might and Magic
- Topic: MM randomizer (updated 2024-02-07)
- Replies: 7
- Views: 5399
Re: MM randomizer (updated 2022-05-27)
For those of you who use MMExt: I have a lua script that changes the descriptions and names of certain items - the descriptions now reflect more relevant information about a given item (keys now describe where they're used, letters say who they're from and to, quest items now say who they're for and...
- 10 Jul 2022, 15:25
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 930
- Views: 483346
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
(and I'm back again) So one of the difficulties I've run into is that the MM6 Skill Emphasis Mod changed certain early game monsters to be stronger (since they also appeared in late/endgame dungeons and it was desirable to make them better-suited for the endgame); originally they also replaced their...
- 08 Jul 2022, 11:32
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
- Replies: 8269
- Views: 6258598
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
Is it a crash-to-desktop or is it throwing a MMExt error box first?
- 03 Jul 2022, 13:19
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
- Replies: 8269
- Views: 6258598
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
Massacre-ing has no bearing on when the repop happens, it's based on the map's respawn timer. Shadowspire's respawn is 12 months (1 year)
- 02 Jul 2022, 21:00
- Forum: Might and Magic
- Topic: GrayFace MM6 Patch v2.5.7 [Mar 4, 2022]
- Replies: 613
- Views: 406817
Re: GrayFace MM6 Patch v2.5.7 [Mar 4, 2022]
Question:
How does the spell "Finger of Death" interact with resistance? I know on the Mechanics page it says that debuff/ejector spells' success rate can be calculated via but is the numerator just your chance from Dark skill/mastery?
How does the spell "Finger of Death" interact with resistance? I know on the Mechanics page it says that debuff/ejector spells' success rate can be calculated via
Code: Select all
30/(30 + MonsterResistance + MonsterLevel)
- 29 Jun 2022, 14:12
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 930
- Views: 483346
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
We're working on an MM6 mod and we decided we want unique monsters that drop specific items (like how the Devil of Baa drops the Devil Plans, or how Q drops the Horn of Ros) but we can't find any examples of creating a unique monster that drops a specific item. We are able to create specific monster...
- 29 Jun 2022, 13:51
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
- Replies: 8269
- Views: 6258598
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
You want "Gate Master" NPCs; they spawn randomly (but rarely) and there are a couple that can be hired out of dwellings (one in Free Haven up near the Mind guild, one in the Dragonsand resort area)
- 28 Jun 2022, 00:32
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 64941
Re: MM6 skill emphasis mod (#74)
I would move Weak from Expert to Novice, since all the other Novice protected effects are cured by resting... though Weak has a secondary penalty in that it blocks being Hasted so
- 22 Jun 2022, 21:20
- Forum: Might and Magic
- Topic: MM randomizer (updated 2024-02-07)
- Replies: 7
- Views: 5399
Re: MM randomizer (updated 2022-05-27)
I've put together a helper spreadsheet for MM6 randmomizer. It's almost where I want it to be (I need to do a more thorough breakdown of what locations in VARN require which keys). So far everything's based on what's at The Spoiler Centre, which means it overestimates how many "Red Dots" ...
- 22 Jun 2022, 20:41
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
- Replies: 8269
- Views: 6258598
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
All of the games used (1) for skill-improving items - only the highest bonus applies.
- 31 May 2022, 12:13
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 64941
Re: MM6 skill emphasis mod
Not sure what is your struggle but to win you just need to do the letter quest, then giving spear skill to knight and spark to sorcerer and use the cleric to heal. Letter, Candelabra, Goblinwatch done; Cavalier promotion just needs to be turned in (ate a TPK from the mages south of and archers nort...
- 31 May 2022, 02:34
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 64941
Re: MM6 skill emphasis mod
I mean I'm still playing at 2x Damage and 1.5x HP/AC, I just turned off the 2x multiplier on monster spell ranks. I can deal with Rocket Tag Gameplay since that'll force me to learn smart pulling, the main problem in the very early game is "what the hell do I do now?" since all of the trad...
- 31 May 2022, 02:24
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 64941
Re: MM6 skill emphasis mod
regarding slack: I've not used it before; I'll look into it. On the subject of difficulty: You modified how skills work and increased hit rate/recovery/damage for melee weapons across the board, then found that the game was no longer a challenge so you inflated monster stats to compensate. That's fi...
- 30 May 2022, 22:21
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 64941
Re: MM6 skill emphasis mod
which is why I haven't pushed any of my adjustments back onto main yet. I'm still trying to find the sweet spot, and it's to preference anyway. What feels best for me won't feel best for you.
- 30 May 2022, 19:43
- Forum: Might and Magic
- Topic: MM6 skill emphasis mod (#74)
- Replies: 297
- Views: 64941
Re: MM6 skill emphasis mod
I'm weakening the monsters because the first few levels of the game are ridiculously hard if you don't do exactly the right order of things, which makes it incompatible with randomizer's "the goblinwatch key is in the Control Center today lololol" approach. If I weaken the monsters without...