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Maw-Mod-MMMerge

Maw Mod code adapted for MMMerge

Install instruction

Overview

This mod is divided into 8 parts:

  • Item rework
  • Stats rework
  • Skill rework
  • Spells rework
  • Monster rework
  • Alchemy rework
  • Bolster rework
  • Mechanics rework

Item Rework

  • Items can now have up to 3 enchants: 2 base enchants and 1 special.
  • Loot level is slightly influenced by the player's level:
    • Going early game in late areas will result in worse loot.
    • Late-game loot has been improved.
  • You will have a chance to find ancient and primordial items:
    • Ancients will have higher stats.
    • Primordials will be similar to ancients but with consistently perfect stats.
  • Enchants that increase your damage output are now stronger and apply to spells as well.
  • Special enchantments that increase magic school levels now provide a flat bonus.

Stats Rework

  • Stats now provide 1 effect every 5 points (e.g., 500 Might will increase melee damage by 100).
  • Might now applies to bows as well.
  • Each stat has a unique additional bonus (visible by right-clicking the stat in the menu):
    • Might: Every 10 points increase physical damage by 1%.
    • Int/Pers: Every 10 points increase spell damage by 1% and spell critical damage by 1% (only the highest between the two will be applied).
    • Endurance: Every 10 points increase health by 1%.
    • Accuracy: Every 10 points increase melee/bow critical damage by 2%.
    • Speed: Every 10 points increase dodge by 0.5% (multiplicative).
    • Luck: Every 10 points increase critical strike chance by 0.5% (base crit % is 5%).
    • Armor Class: Reduces physical damage taken.

Resistances

  • Now are in percentage; each 4 points in resistance will reduce damage by 1%, capped at 75%.
  • The cap can be increased by special enchantments, up to 90%.

Skill Rework

  • Most weapon and armor skills have been rebalanced; for complete information, check the in-game tooltips:
    • Weapons are now on par with damage in terms of damage output; they are better compared to single-target ranged spells but weaker than shotgun and AoE spells.
    • Armors will now also provide magic resistance.
    • Weapons are now balanced between each other.

Spells Rework

  • Starting at level 80, spells will be upgraded every 8 levels.
    • At level 80, tier 1 spells get an upgrade, at level 88, tier 2 spells, and so on.
    • Spells can be upgraded up to 2 times, up to player level 240.
    • Mana cost and damage are increased.
  • Some spell tuning has been performed.

Monsters

  • Monsters are now much stronger, with significantly increased stats.
  • Monster run speed has been increased.
  • Monsters are balanced so that you will never need to use the bolster button.

Alchemy

  • Due to the powerful nature of stats, some nerfs were required.
  • Health and mana potions will now heal much more based on power level and will remain relevant throughout the game.
  • You have 2 shortcuts that will automatically consume the strongest health/mana potion from inventory (15-second cooldown).
  • Status-removing potions will now also provide immunity for 6 hours.
  • Some redundant potions have been removed.
  • Enchant flasks are now permanent.
  • Doom potions will now provide a huge boost but increase permanent age (can be used multiple times, up to 100 age).
  • Rejuvenation will now reduce all stats but decrease permanent age.

Bolster

  • Bolster is no longer applied unless you change continents.
  • When you change continents, monsters will retain a portion of the levels gained from other continents.
  • Along with monster strength, loot strength will increase, including base stats, value, and enchants.
  • Level is calculated based on the experience of the first party member; you are free to use hirelings.
  • Adjustments have been made to ensure diversity among monsters of the same tier.

The actual formula is (level-4)*0.95, calculated based on experience, with other diminishing formulas applying after 120 bolster levels.

Example

  • Example 1:
    • You clear Might and Magic 6 at level 100.
    • Going to MM7 will increase all monster levels by 100, requiring you to start from the beginning without skipping.
    • You finish MM7 at level 180 and then proceed to MM8.
    • Monster levels are now increased by 180.
    • Going back to MM6 will increase monster levels by 80 (180-100=80).

Mechanics Rework

  • Dual-wielding weapons will now allow the player to benefit fully from both weapons.
  • Recovery is now multiplicative; a 50 bonus recovery will increase attack speed by 50%.
  • Player projectiles will now home in on the target.

Overall, changes have been made using mathematics and statistics to ensure balance, providing a smooth gaming experience. Many features are still missing, but the core mechanics are in place.

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Maw Mod code adapted for MMMerge

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