---------- MIGHT & MAGIC 7 REIMAGINED README -------------- (Created with generous help of eksekk, CognizanceGaming, Darkrage, cthscr, AstroPheonix and many other people in no particular order. Cheers 0/) (1.1) INSTALLATION OF A MOD AND REQUIRED ADDONS: Generally structure of installation is this: 1) Install a fresh (unchanged) copy of M&M7 2) Install a Grayface latest patch with NO LOD texture / LargeMod changes (conflicts are possible) 3) Install MMExtension 4) Run M&M7 as ADMIN -- Close (IMPORTANT!) 5) Re-Open M&M7 -- Close (IMPORTANT!) 6) Install my mod overwriting as needed 7) Run MM7 with my mod (1.2) IMPORTANT DETAILS FOR INSTALLATION: 1) You will need GreyFace latest patch to play my mod. Install it, but uncheck "Install LOD archives" options, because it will conflict with my changes and overwrite big part of tweaks and may cause errors! 2) Install MM Extension (from GreyFace site) following all instructions. It will form additional folders (required for "Tables" section changes along with "Scripts" section changes). [2.1] It is advised to make a backup copy of DATA folder somehwere on your PC! (in case of potential errors or if you want to return to vanilla game state) 3) Copy (or simply place) all contents from DATA and Scripts folders into root of the M&M 7 game directory overwriting evertying. 4) Enjoy a reworked & renewed game! (2) GENERAL IDEAS BEHIND MY NUMEROUS CHANGES: << Making game harder then before - and at the same time, making gameplay more enjoyable and with more options being available at the player's disposal >> << Restoring and adding new content in empty areas with missing details or in game areas simply being boring & bland before >> << Fixing some inconsistency still being presented in game >> << Adding more features to be find and used by inquisitive players >> << Reworking existing elements of the game that been unfinished by developers due to short development cycle >> (3) GENERAL CHANGES IN GAMEPLAY: (3.1) ITEMS-- 1) All weapons generally have increased cost, increased damage (more in case of specific weapon types, like axes), slightly changed repair value (more for ranged weapons) and increased accuracy. 2) Two-handed weapons buffed even more to ensure more usability, in contrast to dual-wield options being strongest before. 3) Most scrolls cost less in gold (especially true for first level utility scrolls, like wizards eye or torch's light). 4) All potions and reagents cost more in gold. 5) All books costs are moderately increased: << 2x increase in price for all books of non-Dark / Light magic paths >> << 2x increase in price for all Light / Dark path books with small addition in prices (from 500 gold to 3 000 gold) >> 6) Most items (gloves, crowns, et cetera) now have added small amount of armor rating. 7) All armor types now have increased armor rating value and cost in gold (less for leather armor types, more for plate armor types). 8) All reagents except for most basic ones (like a phirma root) have increased base power rating. 9) All named items (artifacts, relics, arcomage prizes, other unique items) now have increased stats as well. 10) Changed random distribution of items by a bit to ensure more balanced gameplay. 11) All gems cost slightly more. 12) All artifacts / relics now have increased repair value, so advancing to Repair skill grandmaster level have it's advantages! 13) Shields have increased armor value, with stronger increases for rarer variants. (3.2) ENHANCEMENTS-- 1) Number added to item cost from enhancements is the same as in vanilla or slightly less. 2) Moderately high chance to get more powerful value of particular enhacement (maximum possible value now is 38). 3) Distribution of all enhancements now changed for more logical and balanced gameplay (resistance providing enhancements can be found only on shields, for example). 4) Changed how easy or hard to get some of the effects relative to item treasury level. 5) Value increasing enhancement (antique) now provides only x8 times increase in cost, compared to original game. 6) Enhancments boosting Disarm Traps, Armmaster, Identify Items, Identify Monster, Unarmed and Dodging skills now will provide less value in total. 6.1) NUMBERS IN IN-GAME DESCRIPTION FOR RELEVANT SKILLS ARE UNCHANGED. *DISCLAIMER: Other enhancements are unaffected by this change!* (3.3) NPC's-- 1) Changed costs for most cheap / least useful NPC's (guide, et cetera) and for most costly / most useful NPC's (wind master, et cetera). 2) Least useful and cheapest NPC's have slightly lower chance to appear in game world, while most useful NPC's have slightly higher chance to appear in game world. 3) Changed description for NPC's, so costs and description will match. 4) Healers of all types now cost much more. (3.4) SPELLS-- 1) Changed description for all resistance providing spells and all basic resistance providing spells cost 1 less. 2) Changed description for all spells with new damage values. 3) Changed descriptions for all spells with new effects. 4) Most spells providing positive condition to party members (like a stone skin or fire aura) now have lower recovery time. 5) All damage providing spells will function better, to keep up with changed enemies. ---- DISCLAIMER: Most spells will feel differently due to changed enemy resistances ----- << Fire Path >> 1) Incinerate have large chance to melt enemy armor with each usage. 2) Fire Bolt now have high chance to provide "damage chain" effect (either will damage closest enemy to target or will damage same target twice). 3) Fire Spike now will explode, providing Area of Effect damage. 4) All damage dealing spells deal higher damage (to keep up with higher enemy health). 5) Some spell costs are changes. << Air Path >> 1) Implosion now will move adjacent enemies closer to epicenter of explosion. 2) Lightning Bolt will provide "chain lightning" effect while Air Magic skill is advanced to Grandmastery. 3) All damage dealing spells deal higher damage (to keep up with higher enemy health). Especially true for Implosion. 4) Invisibility and Fly now cost slightly more. 5) Shield cost less. << Water Path >> 1) Poison Spray and Acid Burst now deal poison damage over time, depending on both skill values and mastery. 2) All damage dealing spells now are buffed, especially true for Ice Blast. 3) Enchant Item spell now cost more. 4) Poison Spray now costs more and cost will scale with level of mastery. 5) Ice Blast and Ice Bolt now have small chance to apply stun effect on enemy. << Earth Path >> 1) Most spells cost less to reshape less useful magic path. 2) Different damage formula for Rock Blast and Blades. 3) All damage dealing spells deal higher damage (to keep up with higher enemy health). 4) Lower recovery values for some spells in this path. 5) Stun now have a chance to paralyze an enemy for a small duration, depending on mastery. 6) Blades, Rock Blast and Deadly Swarm spells now have big chance to slow down affected enemies. << Spirit Path >> 1) Spirit Lash now deal much better damage. 2) Most spells have lower recovery values. 3) Preservation cost less. 4) Fate now costs 1 and have very small recovery time. << Mind Path >> 1) Due to changes in how most spells are affect enemies - Charm and Berserk now cost more and Enslave have higher recovery time. 2) Mind Blast and Psychic Shock will scale better with more skill points. --- Mind Path now works much better, in general --- << Body Magic Path >> 1) Harm and Flying Fist spells deal higher damage (to keep up with higher enemy health). Especially true for Flying Fist. 2) Flying Fist and Harm will push monsters away from a party from now on. << Light / Dark Paths >> 1) All damage dealing spells deal higher damage (to keep up with higher enemy health). 2) Dark Path damage dealing spells now have different damage formula, except for Toxic Cloud. 3) Paralyze cost more and have higer recovery time. 4) Toxic Cloud now also will aplly "poison" effect. 5) Changed recovery rates for most spells. 6) Changed SP cost for most spells (especially true for vampiric weapons). (3.5) SERVICES-- 1) Training Halls now will train characters for much higher prices. 2) Healing services are moderately more costly. 3) Travelling from stables and from ships now slightly more costly. 4) Town Halls will offer significantly better rewards for completing bounty hunting tasks. 5) Learning most new skills (such as an armmaster skill from training halls) now will cost more. (3.6) SKILLS-- 1) Identify Monster skill now provides chance to critically hit enemies for increased damage, depending on skill mastery. DOES NOT WORK WITH MAGIC RELATED DAMAGE! 2) Unarmed Combat skill now scales slightly better for allowing Monk class keep up with monster increased health better. 3) Changed description for ID Monster skill. (3.7) CLASS SYSTEM CHANGES-- 1) Hybrid classes (archer, paladin, ranger, monk) and knight now have increased health gained per level. 2) Rest of the classes (druid, sorcerer, cleric) now have increased spell points gains per level. 3) Monk can potentially start with "bow" skill, instead of "sword" skill. --1) Knight-- (Mastery in ID Monster skill (+), GM in repair skill from a first promotion (+), mastery in bows (+) and only Expertise in leather (-)) --2) Thief-- (Grandmastery in Merchant skill, better magical paths - expertise in fire and air for assassin, and expertise in water and earth for spy. Inability to learn shields, only expertise in chain armor (-) and basic mace skill (-)) --3) Monk-- (Expert meditation after second promotion. Expert bow skill (+), alchemy skill at basic or at expert (ninja), merchant at basic (master), mastery in mind for ninja or mastery in spirit for master. No stealing skill (-)). --4) Paladin-- (Grandmastery in Spirit path, mastery in spear skill (+), mastery in chain skill (+), expertise in either Light or Dark magic after second promotion. Expertise in swords (-), mastery in bodybuilding only after second promotion (-) and only mastery in repairing items (-)). --5) Archer-- (Grandmastery in Fire path, expertise in either Light or Dark magic after second promotion. Expertise in alchemy after second promotion (+), Mastery in meditation after second promotion. Expertise in spears (-), but mastery in the swords (+) at the same time. Inability to learn staff weapon skill). --6) Ranger-- (Mastery in water and in spirit paths for ranger lord - and mastery in body in fire for bounty hunter. Expertise in meditation after second promotion. Expertise in repair items after first promotion. Mastery in Disarm traps after second promotion. Inability to learn staff weapon skill). --7) Druid-- (Expertise in stuff weapon skill (+), all non Light / Dark magic paths can be learned at Grandmastery level after second promotion. Can repair items at basic level). --8) Cleric and Sorcerer (Now both have basic bow skill. Both can attain expertise in Light / dark paths after first promotion. Mastery in all relevant magic paths [self-magic for cleric, elemental magic for sorcerer] from beginning). Sorcerer - > [unable to repair items, worse at Identifying Items, worse at Learning and worse at Alchemy] Cleric - > [have basic disarm traps (+) and basic armmaster (+), worse Learning, only mastery in Merchant skill, worse Meditation and worse Repair items] (3.8) QUESTS-- --- All promotions related quests and all secondary quests (along with some plot relevant quests) now provide better rewards --- (3.9) CHANGES IN CHARACTER STATISTICS (MIGHT, ACCURACY, ETC.) -- 1) Changed bonus gains from 10 to 100 points, so bonuses from statistics will feel smoother & better. 2) As result, all items providing player with bonus to chosen statistics (+ 30 to might, for example) will be more desirable. 3) Changed bonus gains from 100 to 500 points as well, but for much different formula. This makes "Day of The Gods" spell balance slightly better. 4) Overall, player will gain more bonuses from statistics from 10 to 500* (4) MONSTERS REWORK & GENERAL CHANGES-- 1) All monsters (peasants of all types are excluded) have AI state changed to "suicidal", so they will fight to death. 2) All monster have reworked recovery rates of attacks and movement speed. 3) All monsters have increased chance to cast spells, increased spell skill and in most cases (monster unable to cast anything) new monster spells been added. 4) Most archers and shooters have increased number of shots per attack. 5) Most melee monmsters have new spell abilities being added (such as haste or heroism). 6) Slightly less monsters in total have ability to insta-kill or steal items, but abilities are still presented in the game. 7) All monsters have massive increase of health and potential damage being dealt. 8) All monsters have increased experience being awarded for kill and increased gold being dropped. 9) All monsters (even ones that been unable to drop anything before) now have at least small chance to drop something useful. 10) Some monsters have different attack types and some monsters gain access to ranged attacks (trolls have moderately strong ranged attack, for example). 11) Changed and reworked some spells being casted by monsters. 12) Nobody is immune to anything now, but in place of immunities now are high resistances (so player spells going to be resisted with high probablity). 13) Physical damage resistances are buffed for most medium-late game monsters. 14) Wyverns now can summon dragonflies of two types. 15) Monsters have increased pathfinding capabilities, thanks to special scripts. 16) Fixed numerous incosistencies and problems in monster agression levels towards the other monsters. --- Generally, preparation before combat and ability to use spells, potions and anything to defeat enemies effectively is much more important now --- (5) MAP RELATED GENERAL CHANGES-- 1) *All maps are changed, even by a little* 2) All maps now contain more hand-placed monsters, hand-placed items and spawn points of all types. 3) All maps now contain higher amount of monster spawn points. 4) Unused spawn points are removed from all maps containing them. 5) Added hand-placed decorations, trees, bushes, pots with plants to most maps. 6) Changed some buildings textures and some indoor / dungeon map textures. 7) Added more light in most maps, especially maps when I felt light sources were missing. 8) Most castles (Navan, Gloaming, Lambent) have increased guard capabilities and hand-placed special enemies in most cases. 9) All indoor maps having big settlements (such as Nighon, Tatalia, Bracada) now have icnreased & much more varied number of guards (genies patrol Spyre, gryphons patrol Tidewater, two initiates of the sword being added in Stedwick and so on). 10) Changed names of all guarding creatures original names to "Guard". This is most apparent in Erathia. 11) Added mini-bosses to some maps. These creatures are especially tough and powerful! 12) Most dungeon entrances now are guarded by same creature type as in dungeon (thieves near Bandit's Cave, titans and single dragon near Titan's Stronghold, et cetera). 13) All obelisks and skill check points now have special guards being placed nearby. 14) All medium-late game dungeons now have increased amount of monsters per spawn. 15) Now resting is a safe procedure, except for two locations where doing so been completely unsafe (100 % chance to trigger monster ambush in MAPSTATS.txt) in vanilla game. 16) All low level rewards in high level dungeons now are changed to more appropriate rewards. 17) Some high level rewards in low level dungeons are slightly tweaked. 18) Most chests contain slightly better rewards. 19) Most hand-placed potions have changed power rating (to a higher values). 20) Fixed couple of models (most apparent with small bridge in Tularean Forest leading to magic guilds). 21) Some maps contain additional helping scrolls and potions for tough objectives (such as invisibility scroll in Tatalia or multiple power cure scrolls in Wall of Mist). 22) Added two small islands in game world (Emerald Island & Erathia). 23) Restored Manticoras in 3 game areas (all related to Nighon in one or another way). 24*) All maps (with 2 exceptions coming from vanilla) now are safe to rest in. Before player had small chance (10 %) to meet up with ambush. ------------------------------ ENJOY & DO NOT BE AFRIAD TO TELL ABOUT ALL POTENTIAL BUGS AND PROVIDE FEEDBACK BACK!----------------------------------------