Might And Magic 8 Mods
Hi guys,Now I hope this will be a little bit more informative than before. 'Day of the serious Destroyer' aims to make the game more challenging.stronger monsters- changes to hp, spells etc.I did not change every monster. Wasps for example are nearly the same as before. Others are a lot tougher, like ogres or gorgons.variety- for example you can find ogre brawlers and mages in Alvar and pirate shooters and mages in DaggerwoundI tried to use some of those monster, that actually don't appear very much in the vanilla game. I never had a real fight against a minotaur.
Now I invented a little alliance between Regna and some minotaurs.I got a new concept for the Plane between the Planes. Generally you will find a lot of monsters in areas where you don't expect them.spells- spells cost a lot more gold- light and dark x4- all other x2npcs- for example Devlin Arcanus has lost all his knowledge about dark magic and Ithilgore is level 1I did not find another way to edit spells so I decided to make it a little harder to get them.For installation simply copy the 'EnglishT' file into your data folder and replace the old file.Download it from here:(first post). I just replaced the old version by a new one. I also removed the 2x hp version, because I think it is not necessary.In the following screenshots you can see some examples for the changes I made.The new ogre hierarchy. The stacks are no more 3x fighter and 3x mage, but fighter, mage, fighter and mage, mage, fighter.Similar changes concerning pirates. You will meet a mix of common pirates, crossbowmen and wizards in Daggerwound Island.Other creatures got a new territory to spawn.
For example in the Earth Plane I replaced boulders by juggernauts and juggernauts by others (I don't want to spoiler too much ).Bestial lycanthropes and shapeshifters are now serpentmen instead of rats whilst bestial animalists still appear as rats. You will meet other creatures in the abandonned temple instead of serpentmen so you wont be able to get the prophecies of the sun right at the beginning!I always hated the fact, that baby dragons are as big as other dragons whilst they are not stronger than a wasp.
The wimpy dragons are much stronger now. You can imagine that the other dragons will be kinda powerful now.I tried to involve some of the creatures that only appear as friendly guards in the vanilla game. In the screenshots you might have discovered them.Besides I used some of the effects of the previous games like 'asleep', 'unconscious' or 'erradicate'. I always tried to let everything be lore friendly.All in all I made changes to nearly every monster.

Monsters like wasps and ravens appear in vast numbers so it did not feel necessary to strengthen them.As I said, I don't want to spoiler more. That is why I did not say a word about the ending of the game. Be sure, it will be a lot more challenging! Very good mod.I just finished my annual playthough of MM8 and because of your mod it took much longer than I anticipated.Foremost, it was the first half which I enjoyed the most. The battles were hard, gold was limited and you only had a narrow range of spells, I liked it a lot!
It made you think about your next move.You made a lot of good decisions, like giving Devlion no dark magic, as well as the new monster placements. I can say that the atmosphere benefitted greatly from your changes.However, once you level up your party and found Caurie (lol, I just found her on accident by randomly wandering through the forest).You should really consider weakening easily accessable level 50 characters. Imo you can get Blazen Stormlance even faster than Caurie, and this level 50 Lich comes pre equipped with every dark spell, which saves you a true fortune.Also, you should give more units full immunity or very high resistance to mind, earth and light magic, as all of those schools have gamebreaking spells.I'm not kidding, but berserk, paralyze and slow are very powerful when you know how to use it.
With berserk you can easily kill all the dragon slayers and most of the Nagas to generate a great supply of cash.Slow makes units ridiculously easy to kill and paralyze is just op when you use it on 3k+ monsters.Could you maybe make the later monsters even more powerful? Especially the dragons should have a higher attack rating imho. With hour of power and day of protection you are really really put much into danger and cleric heals nihilate the rest of the incoming damage.But that were just my suggestions and experiences with your mod, I still loved playing it. Sadly, this mod made me see that MM8 suffers from more problems other than just a lack of challenge.It kinda makes me want to play MM7 again and work on my own small mod again xD. Thanks a lot!Your suggestions are very welcome.
I never really used Earth Magic a lot, so I did not have Slow in mind. Same goes for berserk. That spell always felt more like something to have fun with for 10 minutes instead of a seriously useful spell.
^^Making the high level opponents even more powerful is something I have been afraid of, because the hp numbers already looked insanley high in some cases. ^^ I'm going to make a list of things that need changes.Imo MM8 is missing large dungeons. MM6 had a lot of them, 7 a few. That sort of dungeon where you are happy to see the sky again after finishing it. Things like the druids crown also show that there would have been room for much more.

Might And Magic 8 Maps
Today we are talking to Dan Taylor, a professional level designer who has in the past worked for Eidos, Square Enix, Ubisoft, Rockstar (among others) on games such as Medal of Honor Heroes 2, Hitman: Sniper, or Shadow of the Tomb Raider. Dan - who started out as a modder for Morrowind, Skyrim, and Fallout New Vegas - has close to two decades of experience in the video game industry under his belt and his talk on Ten Principles for Good Level Design at the Game Developer's Conference 2013 is cu.