Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
60% cap is in MM7 and MM8, but not in MM6, I think, and even then it doesn't apply to the 9% bonus you get at Normal or additional x1/x2/x4 base skill at E/M/GM. At least this is the case for vanilla.
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Well, Im at master, and increment, as you can see is 22-23exp per learning lever. Out of points to test further.
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
In vanilla MM7 at least, you can only notice the cap with e.g. a teacher, an instructor, the Scholar's Cap, and Learning skill above 20. Even then, you will still get additional benefit from advancing Learning further, if it's at Expert or above, just 1% per skill level less than normal.
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Just checked the code, it seems actually not to be any code related to a cap, so maybe it was some misinformation from MM7-8
we are doing cool
MAW Merge public release on Friday
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
https://mm6.wiki/w/Shops#Armor_Shops
After using this link, I tested, that lvl3 shops are able to generate purple items, lvl4 ancestral and lvl5 primodial. Might be wrong on this one, but also it seems that, the higher the level you are, the better the equipment is generated. My question is - were there any changes in the mod for Enchant Item skill? For now with 12lvl master water I always get crap, so first observation is that no changes.
Actually, generated ancestral bow in Feathers and Strings in Free Haven, which is considered lvl3 shop, so now im confused.
After using this link, I tested, that lvl3 shops are able to generate purple items, lvl4 ancestral and lvl5 primodial. Might be wrong on this one, but also it seems that, the higher the level you are, the better the equipment is generated. My question is - were there any changes in the mod for Enchant Item skill? For now with 12lvl master water I always get crap, so first observation is that no changes.
Actually, generated ancestral bow in Feathers and Strings in Free Haven, which is considered lvl3 shop, so now im confused.
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
unfortunately wasn't possible to modify enchant magic.qtish wrote: ↑11 Mar 2024, 14:49 https://mm6.wiki/w/Shops#Armor_Shops
After using this link, I tested, that lvl3 shops are able to generate purple items, lvl4 ancestral and lvl5 primodial. Might be wrong on this one, but also it seems that, the higher the level you are, the better the equipment is generated. My question is - were there any changes in the mod for Enchant Item skill? For now with 12lvl master water I always get crap, so first observation is that no changes.
Actually, generated ancestral bow in Feathers and Strings in Free Haven, which is considered lvl3 shop, so now im confused.
Shops have indeed a small chance to spawn ancients/primordials, intended.
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Is it possible to implement more quick spells, like how it was done in MMMerge Mod? Its a big pain to constantly open spellbook when you need to heal or remove status effect.
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Yesterday finished first part. Got into arena with 3 challenges. Completed first, and was told I can go to the new world, but decided to finish rest challenges. Was really hard, used every dirty trick and glitch I know. After over 2 hours of doing challenge3, I open reward chest, and it has 5k gold in it... What a jebait.
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
That's... unlucky.qtish wrote: ↑15 Mar 2024, 08:35 Yesterday finished first part. Got into arena with 3 challenges. Completed first, and was told I can go to the new world, but decided to finish rest challenges. Was really hard, used every dirty trick and glitch I know. After over 2 hours of doing challenge3, I open reward chest, and it has 5k gold in it... What a jebait.
It's supposed to be filled with primordials.
Will double check to make sure.
GG on your completition
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
First challenge chest was. Second challenge chests both together, had less than first one. And third one was the poorest. Btw, does regenerate spell spoints supposed to stack? Cause it does, 6-8SP per tick per item. So if you want to, you can pump like 100sp+ regen per 10s.
I think magic is completely busted in part2. Im running 48 Master earth with "of earth" ring + Morgan, which makes it 96 in earth. 875 intellect and crown +175%+50% to magic dmg, +225% critical damage. 845 luck makes my critical rate 89.5%. And this is a result https://gyazo.com/615a5ffb1e0b20ca93fe50e2eccf22ee I consistently shoot 2.9-5.7k arrows at my targets. To completely dominate part2, all you need is as much int/pers+luck on mage, and str/acc+luck on physical types. And as you enter part2, you already can find those rings and armors sold in shops as blue items. Monsters dont scale fast enough in part2, and death blossom seems op, it started targetting really well doing massive dmg just like rock blast, but costing 1/10 its mana. Clearing open world it is the skill to go for.
https://gyazo.com/519f5a3475d5653312b75b73e7be5d51
Dont remember spending 6 years... part2 was complete speedrun, just walk in the park. Monsters dont scale well with my strength. Magic missile doing up to 20k dmg, Flame arrow up to 25k dmg, Death Blossom up to 45k dmg. As soon as hit bodybuilding 60, nothing could kill me.
And whats with the turn based mode bug? Losing lots of progress like this... Cant save, load is miles away...
I think magic is completely busted in part2. Im running 48 Master earth with "of earth" ring + Morgan, which makes it 96 in earth. 875 intellect and crown +175%+50% to magic dmg, +225% critical damage. 845 luck makes my critical rate 89.5%. And this is a result https://gyazo.com/615a5ffb1e0b20ca93fe50e2eccf22ee I consistently shoot 2.9-5.7k arrows at my targets. To completely dominate part2, all you need is as much int/pers+luck on mage, and str/acc+luck on physical types. And as you enter part2, you already can find those rings and armors sold in shops as blue items. Monsters dont scale fast enough in part2, and death blossom seems op, it started targetting really well doing massive dmg just like rock blast, but costing 1/10 its mana. Clearing open world it is the skill to go for.
https://gyazo.com/519f5a3475d5653312b75b73e7be5d51
Dont remember spending 6 years... part2 was complete speedrun, just walk in the park. Monsters dont scale well with my strength. Magic missile doing up to 20k dmg, Flame arrow up to 25k dmg, Death Blossom up to 45k dmg. As soon as hit bodybuilding 60, nothing could kill me.
And whats with the turn based mode bug? Losing lots of progress like this... Cant save, load is miles away...
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Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
MAW crashes. The instances I've noticed so far are whenever I get hit by magic, including the fireball towers, and clicking on containers. The MMExtension Debug Console releases a crash report. This from clicking on a skeleton in a cage in the Abandoned Temple:
C:\Might and Magic 6\Scripts/Core/events.lua:234: array index (-1673.8236749117) out of bounds [0, 3]I think I've followed all the steps for the installation. I can't get anything out of those debug messages. Thanks for any advise.Code: Select all
stack traceback: [C]: in function 'error' C:\Might and Magic 6\Scripts/Core/RSMem.lua:1439: in function '__index' C:\Might and Magic 6\Scripts/Core/events.lua:234: in function 'GetPlayer' C:\Might and Magic 6\Scripts/Core/events.lua:1944: in function 'f' C:\Might and Magic 6\Scripts/Core/RSMem.lua:2238: in function <C:\Might and Magic 6\Scripts/Core/RSMem.lua:2236> [C]: in function 'pcall' C:\Might and Magic 6\Scripts/Core/Common.lua:203: in function 'pcall2' C:\Might and Magic 6\Scripts/Core/RSMem.lua:1789: in function <C:\Might and Magic 6\Scripts/Core/RSMem.lua:1786> [C]: in function 'def' C:\Might and Magic 6\Scripts/Core/events.lua:2624: in function 'f' C:\Might and Magic 6\Scripts/Core/RSMem.lua:2238: in function <C:\Might and Magic 6\Scripts/Core/RSMem.lua:2236> [C]: in function 'pcall' C:\Might and Magic 6\Scripts/Core/Common.lua:203: in function 'pcall2' C:\Might and Magic 6\Scripts/Core/RSMem.lua:1789: in function <C:\Might and Magic 6\Scripts/Core/RSMem.lua:1786> arguments of 'GetPlayer': p = 2 local variables of 'GetPlayer': i = -1673.8236749117 (*temporary) = -1673.8236749117 (*temporary) = (table: 0x036dcc80) (*temporary) = 5.1856248179758e-294[/quote] This from getting hit by the fireball tower in New Sorpigal: [quote]————————————————————————————————————————————————————————————————————————————————————————————————————————— C:\Might and Magic 6\Scripts/Core/events.lua:234: array index (-1673.8236749117) out of bounds [0, 3] stack traceback: [C]: in function 'error' C:\Might and Magic 6\Scripts/Core/RSMem.lua:1439: in function '__index' C:\Might and Magic 6\Scripts/Core/events.lua:234: in function 'GetPlayer' C:\Might and Magic 6\Scripts/Core/events.lua:1944: in function 'f' C:\Might and Magic 6\Scripts/Core/RSMem.lua:2238: in function <C:\Might and Magic 6\Scripts/Core/RSMem.lua:2236> [C]: in function 'pcall' C:\Might and Magic 6\Scripts/Core/Common.lua:203: in function 'pcall2' C:\Might and Magic 6\Scripts/Core/RSMem.lua:1789: in function <C:\Might and Magic 6\Scripts/Core/RSMem.lua:1786> [C]: in function 'def' C:\Might and Magic 6\Scripts/Core/events.lua:2624: in function 'f' C:\Might and Magic 6\Scripts/Core/RSMem.lua:2238: in function <C:\Might and Magic 6\Scripts/Core/RSMem.lua:2236> [C]: in function 'pcall' C:\Might and Magic 6\Scripts/Core/Common.lua:203: in function 'pcall2' C:\Might and Magic 6\Scripts/Core/RSMem.lua:1789: in function <C:\Might and Magic 6\Scripts/Core/RSMem.lua:1786> arguments of 'GetPlayer': p = 2 local variables of 'GetPlayer': i = -1673.8236749117 (*temporary) = -1673.8236749117 (*temporary) = (table: 0x0318fa38) (*temporary) = 9.9940961309964e-296[/quote]
Pol: Added code tag.
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
an update to fix this error have been pushed.TheAnyKeyA wrote: ↑13 Apr 2024, 12:13 MAW crashes. The instances I've noticed so far are whenever I get hit by magic, including the fireball towers, and clicking on containers. The MMExtension Debug Console releases a crash report. This from clicking on a skeleton in a cage in the Abandoned Temple:
I think I've followed all the steps for the installation. I can't get anything out of those debug messages. Thanks for any advise.
It requires to redownload MMExtension from the readme (the one that leads to google drive), and then MAW again.
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Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Thank you for your quick aid. The aforementioned problems seem to be completely solved. Now I find some broken items however. They are not displayed but represented by a "road sign", red circle with a diagonal line in it, on a turquoise background.
When I right click on the item, the following MMExtension Debug Console message is shown:
EDIT: I set ItemRework to 'false' in the MM6.ini and identified 3 of those error items. The items are named "Luck", "Accuracy" and "Personality".
EDIT #2: I also found that the Cleric Class is missing the "Mastery" skill. Is that on purpose?
When I right click on the item, the following MMExtension Debug Console message is shown:
Pol: Added code tag.C:\Might and Magic 6\Scripts\General\zITEMSREWORK.lua:313: array index (584) out of bounds [0, 580]
>Code: Select all
stack traceback: [C]: in function 'error' C:\Might and Magic 6\Scripts/Core/RSMem.lua:1423: in function '__index' C:\Might and Magic 6\Scripts\General\zITEMSREWORK.lua:313: in function 'v' C:\Might and Magic 6\Scripts/Core/EventsList.lua:66: in function 'docall' C:\Might and Magic 6\Scripts/Core/EventsList.lua:126: in function 'call' C:\Might and Magic 6\Scripts\General\zITEMSREWORK.lua:245: in function 'f' C:\Might and Magic 6\Scripts/Core/RSMem.lua:1986: in function <C:\Might and Magic 6\Scripts/Core/RSMem.lua:1984> [C]: in function 'pcall' C:\Might and Magic 6\Scripts/Core/Common.lua:203: in function 'pcall2' C:\Might and Magic 6\Scripts/Core/RSMem.lua:1773: in function <C:\Might and Magic 6\Scripts/Core/RSMem.lua:1770> [C]: in function 'call' C:\Might and Magic 6\Scripts/Core/events.lua:789: in function <C:\Might and Magic 6\Scripts/Core/events.lua:761> [C]: in function 'pcall' C:\Might and Magic 6\Scripts/Core/Common.lua:203: in function 'pcall2' C:\Might and Magic 6\Scripts/Core/RSMem.lua:1773: in function <C:\Might and Magic 6\Scripts/Core/RSMem.lua:1770> arguments of 'v': item = (table: 0x029ae6f8) local variables of 'v': (*temporary) = (table: 0x036f6378) (*temporary) = 584 (*temporary) = 1.0612116348027e-312 (*temporary) = 0 (*temporary) = nil (*temporary) = 1628968 (*temporary) = 4 (*temporary) = 4 (*temporary) = 7.364483894002e-292 --------------------------------------------------------------------------------------------------------- ————————————————————————————————————————————————————————————————————————————————————————————————————————— C:\Might and Magic 6\Scripts\General\zITEMSREWORK.lua:313: array index (584) out of bounds [0, 580] stack traceback: [C]: in function 'error' C:\Might and Magic 6\Scripts/Core/RSMem.lua:1423: in function '__index' C:\Might and Magic 6\Scripts\General\zITEMSREWORK.lua:313: in function 'v' C:\Might and Magic 6\Scripts/Core/EventsList.lua:66: in function 'docall' C:\Might and Magic 6\Scripts/Core/EventsList.lua:126: in function 'call' C:\Might and Magic 6\Scripts\General\zITEMSREWORK.lua:245: in function 'f' C:\Might and Magic 6\Scripts/Core/RSMem.lua:1986: in function <C:\Might and Magic 6\Scripts/Core/RSMem.lua:1984> [C]: in function 'pcall' C:\Might and Magic 6\Scripts/Core/Common.lua:203: in function 'pcall2' C:\Might and Magic 6\Scripts/Core/RSMem.lua:1773: in function <C:\Might and Magic 6\Scripts/Core/RSMem.lua:1770> arguments of 'v': item = (table: 0x089c4c78) local variables of 'v': (*temporary) = (table: 0x036f6378) (*temporary) = 584 (*temporary) = 1.0612116348027e-312 (*temporary) = 0 (*temporary) = nil (*temporary) = 1633400 (*temporary) = 4 (*temporary) = 4 (*temporary) = 7.364483894002e-292 --------------------------------------------------------------------------------------------------------- ————————————————————————————————————————————————————————————————————————————————————————————————————————— C:\Might and Magic 6\Scripts\General\zITEMSREWORK.lua:313: array index (584) out of bounds [0, 580] stack traceback: [C]: in function 'error' C:\Might and Magic 6\Scripts/Core/RSMem.lua:1423: in function '__index' C:\Might and Magic 6\Scripts\General\zITEMSREWORK.lua:313: in function 'v' C:\Might and Magic 6\Scripts/Core/EventsList.lua:66: in function 'docall' C:\Might and Magic 6\Scripts/Core/EventsList.lua:126: in function 'call' C:\Might and Magic 6\Scripts\General\zITEMSREWORK.lua:245: in function 'f' C:\Might and Magic 6\Scripts/Core/RSMem.lua:1986: in function <C:\Might and Magic 6\Scripts/Core/RSMem.lua:1984> [C]: in function 'pcall' C:\Might and Magic 6\Scripts/Core/Common.lua:203: in function 'pcall2' C:\Might and Magic 6\Scripts/Core/RSMem.lua:1773: in function <C:\Might and Magic 6\Scripts/Core/RSMem.lua:1770> [C]: in function 'call' C:\Might and Magic 6\Scripts/Core/events.lua:789: in function <C:\Might and Magic 6\Scripts/Core/events.lua:761> [C]: in function 'pcall' C:\Might and Magic 6\Scripts/Core/Common.lua:203: in function 'pcall2' C:\Might and Magic 6\Scripts/Core/RSMem.lua:1773: in function <C:\Might and Magic 6\Scripts/Core/RSMem.lua:1770> arguments of 'v': item = (table: 0x043005d0) local variables of 'v': (*temporary) = (table: 0x036f6378) (*temporary) = 584 (*temporary) = 1.0612116348027e-312 (*temporary) = 0 (*temporary) = nil (*temporary) = 1628968 (*temporary) = 4 (*temporary) = 4 (*temporary) = 7.364483894002e-292 ---------------------------------------------------------------------------------------------------------
EDIT: I set ItemRework to 'false' in the MM6.ini and identified 3 of those error items. The items are named "Luck", "Accuracy" and "Personality".
EDIT #2: I also found that the Cleric Class is missing the "Mastery" skill. Is that on purpose?
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Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Is there Scholar NPC? For unlimited item identification.
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
Hello, thanks for continuing to work on this mod, I've been playing for several hours and looking forward to continue
Several issues I have are:
Having several subclasses replacing the same class makes it very annoying just figure what each one does in game - you have to edit ini and relaunch the game(with current system it would really help for party creation if you just copy and consolidate all text descriptions for sublcasses and masteries in one place, like the readme). It would be nice to have them separate from default class to be able to have same archetype like berserker and seraph in a party, especially if you are planning to make 2+ subs for other classes. If you can't fit them in class box of party creation, could you add tweaks in the ini file that would make your default party with specific subclasses or make them replace other classes?
Monster speed combined with no zigzagging seems to cause a lot of wonkiness, goblins in NewSorpigal go flying off cliffs and raining from the sky. In many cases it also just makes mobs getting stuck on walls and water edges way faster. There's enough corner camping in vanilla already, with ranged attacks being a lot deadlier I don't think there's a need to have move speed that high. It works better in dungeons, but in overworld it just promotes camping cliff sides and walls.
Why is there such a huge gap between starting weapons and 150-200 value weapons you can buy/find in New Sorpigal? Daggers are the worst offenders with 2d10+8 damage that can be dual wielded with 1 skill with insanely fast recovery. 40 value clubs are 1d19+8 that can be wielded by everyone, just with longer recovery, but still those make killing staring enemies very easy in melee. While the default weapons are still your standard 2d3+0 and similar values, so finding next tier of weapons in the first chests and shop make insane difference, it just doesn't seem right.
Several issues I have are:
Having several subclasses replacing the same class makes it very annoying just figure what each one does in game - you have to edit ini and relaunch the game(with current system it would really help for party creation if you just copy and consolidate all text descriptions for sublcasses and masteries in one place, like the readme). It would be nice to have them separate from default class to be able to have same archetype like berserker and seraph in a party, especially if you are planning to make 2+ subs for other classes. If you can't fit them in class box of party creation, could you add tweaks in the ini file that would make your default party with specific subclasses or make them replace other classes?
Monster speed combined with no zigzagging seems to cause a lot of wonkiness, goblins in NewSorpigal go flying off cliffs and raining from the sky. In many cases it also just makes mobs getting stuck on walls and water edges way faster. There's enough corner camping in vanilla already, with ranged attacks being a lot deadlier I don't think there's a need to have move speed that high. It works better in dungeons, but in overworld it just promotes camping cliff sides and walls.
Why is there such a huge gap between starting weapons and 150-200 value weapons you can buy/find in New Sorpigal? Daggers are the worst offenders with 2d10+8 damage that can be dual wielded with 1 skill with insanely fast recovery. 40 value clubs are 1d19+8 that can be wielded by everyone, just with longer recovery, but still those make killing staring enemies very easy in melee. While the default weapons are still your standard 2d3+0 and similar values, so finding next tier of weapons in the first chests and shop make insane difference, it just doesn't seem right.
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Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
In MM6, the 60% cap doesn’t exist, unlike in MM7 and MM8. The bonus from skill levels still applies normally.
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
If you want them to be summoned, hireling binds are In Scripts/General/skill-mod.lua under
Code: Select all
function events.KeyDown(t)
-- Hirelings
--------------
Btw Ashikari restores SP from bow attacks which shouldn't be working according to description.
Last edited by Sayan88 on 23 Sep 2024, 12:40, edited 1 time in total.
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