Modified content - Eksekk/MM7-Rev4-mod-for-MMMerge GitHub Wiki

Table of Contents

Maps

Emerald Island

  • strong equips (sword, potion, 2 bows, mace, gold, leather armor)
  • dragonflies attack after return (event, npc text)
  • goblins instead of dragonflies, probably more spawnpoints
  • dragonflies spawn points (2) near dotg pedestal
  • shuffled chests (just copy from modded version)
  • new npcs:
    • Master sword teacher (Tugor Slicer)
    • Blayze
    • Daedalus Falk
    • Zedd True Shot
    • Tobren Rainshield
    • Mia lucille text topics
    • James Weathers
    • Jack Tellmar
    • Donna Wyrith text topics
    • todo: complete
  • scroll of Wonka quest
  • fire resistance well gives 5 skillpoints and some endurance the first time, also fire res works on entire party
  • luck well transports to Sir BunGleau's Panoply if have quest
  • three horseshoes near start
  • no malwick, random peasant instead (which still has wand when killed however, possibly a bug)
  • no brent filiant (red swordsman)
  • ailyssa the bard / sally increased hp
  • count zero

Temple of the Moon

  • merchant tea
  • thieves instead of rats
  • Adventurers dropping new items (blaster, contestant's shield) (and angry from the beginning - only green ones (check this))
  • No floor tile, staff instead
  • chests
  • modified spawnpoints

Dragon Cave

  • entry forbidden unless having Ring of Unwarding
  • three dragons
  • they drop watcher's ring of elemental fire

Barrow Downs

  • strong spiders instead of gogs
  • geppetto's thermos
  • saints of selinas scroll
  • strong equips (boots of armor class near entry from harmondale), 1200 gold
  • more cauldrons in middle area
  • new spawnpoint near entry from harmondale
  • possible new spawnpoint near entry from bracada - no
  • check map for other spawns

Haunted Mansion

  • Possibly chests?

Barrow II

  • chests

Barrow IV

  • scroll of wonka in chest
  • spawnpoints

Barrow X

  • spawnpoints

Barrow XV

  • spawnpoints

Barrow IX

  • spawnpoints
  • strange torch

Barrow VI

  • spawnpoints
  • items (key) lying on the floor

Barrow I

  • spawnpoints

Barrow VIII

  • spawnpoints
  • items (key) on the floor in hidden cache

All barrows

  • some changes in events (different entry locations)
  • check maps for spawns

Stone City

  • Chests (gemstones)
  • Perception tea
  • Quest which rewards rings +200 to hp

Harmondale

  • saints of selinas scroll
  • strong equips (bow of carnage, amulet of plenty and gold near Land of the Giants shrine)
  • harmondale teleportal hub
  • npc when first arriving in harmondale about Festival of the Five Moons (Wren Wilder)
  • Judge topic "I lost it" should not give items and have custom message
  • Davrik's Signet quest giver moved to Erathia and rewards also another "Home key"
  • Gatekeeper Woes! text topic in cathedral
  • chests
  • Illene Farswell Harmondale Teleportal Hub text topic
  • Lenord Skinner moved to Bill Lasker
  • random horseshoes near goblin fort
  • more horseshoes
  • random gold near right side of the map

Castle Harmondale

  • teleporter torches
  • stamina tea
  • new spawnpoints (upper)
  • Thieves instead of rats (?)
  • Chests (blue dragon's cabinet, other changes)
  • elemental totem
  • phasing cauldron in prison

White Cliff Caverns

  • unenterable unless having master earth magic quest
  • earth elementals, trolls fighting with eachother
  • boots of earth resistance and artifact instead of cards etc.
  • chests

Tularean Forest

  • saints of selinas scroll
  • trees friendly from start
  • strong equips (sword of darkness near magic teachers)
  • Darron Temper as NPC on map

Clanker's Laboratory

  • rename to The Coding Fortress
  • BDJ, Promotion Brazier

Tularean Caves

  • rename to The Gauntlet
  • rules of the Gauntlet in chest
  • scripts
  • spawns, placed monsters, chests, phasing brazier of succor
  • town portal shouldn't work here

Erathia

  • saints of selinas scroll
  • some random horseshoes on map (one when entering east, other near magic guilds) - DON'T DO ANYTHING, they are created by bug, https://www.celestialheavens.com/forum/10/17278
  • Tularean Forest and Harmondale teleport pedestals
  • Tony Tunes should sell town portal passes
  • fix small bug in town portal code: take item only after transporting party, so you will still have town portal pass after loading autosave
  • Brianna's Brandy (identify item tea)
  • messenger on matter of utmost urgency (it happened to me after doing the strange temple part 1)
  • myrta bumblebee (Wandering Peddler, named npc near ore traders)
  • preserve random artifact in chest - actually it's changed in Rev4 to be 3 artifacts!

The Erathian sewers

  • disarm trap expert only learnable here

The Hidden Tomb

  • Rename to the Kennel
  • new monsters (manticores)
  • Quest from Queen Catherine
  • different entrance text
  • difficulty is alright (need to pull carefully), no need to boost it
  • journal of experiments in chest
  • completing this quest gives award "queen's champions"

Bracada Desert

  • Bartholomew Hume as NPC on map
  • Home portal
  • teleport to Emerald Island
  • school of sorcery fountain should transport to arena

Red Dwarf Mines

  • Learning tea
  • Chests (horseshoes, crossbow of carnage)

Deyja

  • strong items (black potions near left side harpy cliffs)
  • Home portal
  • chests (one of golem legs moved to Evenmorn Island)
  • map giver (NPC) (note: I changed his group because he was hostile by default, idk why)

William Setag's Tower

  • renamed to The Treasury
  • spawns
  • allied npcs down
  • chests
  • different entrance text
  • need to have key to exit to the vault

The Vault

  • grate key, dropped by dragon at the end

Avlee

  • Watcher's Ring of Elemental Water
  • Home portal
  • chests

Titan's Stronghold

  • totems, torches
  • hydras

Tatalia

  • Home portal
  • saints of selinas scroll
  • Crossbowmen near trolls hostile
  • chests?
  • preserve mmmerge adventurer's inn enter event

The Wine Cellar

  • vampire's cape in prison

Wromthrax's Cave

  • Unenterable normally, changed to BunGleau's Panoply
  • monsters
  • BunGleau's items lying around
  • named dragons, one of them drops blue dragon's key, hydras
  • items are invisible when equipped

Mercenary Guild

  • difficulty is ok, maybe nerf swordsman spawn a little bit

Evenmorn Island

  • Modified behavior of druid circle
  • Home portal
  • Chests (evenmorn key)
  • insta-respawn
  • enemies which appear at the strict endgame (invisible by default, made visible by event)

Church of the Moon

  • Chests (golem leg moved there)

Shoals

  • chests (probably no temple in a bottle)

The Strange Temple

  • events (FIRST:) (pedestal should transport here, after function as normal, then talk with hole in the wall near sword, push levers, get teleported to sword and monsters hostile), need to have book of unmakings in order to leave, get transported to school of sorcery
(SECOND:) Enemies in the Pit friendly after reading "erathia has been betrayed", small house unenterable, need to receive the blessings, small house enterable, after entering house maximus speaks, liches fighting with the devils, strange torch teleports to the strange temple, many enemies after teleporting, after learn blaster & dark magic
  • items (blasters & artifacts & book of unmakings in the sword area & sun/moon cloaks)
  • monsters (preplaced, maybe spawns)
  • quests (archmage promotion & main)
  • book of unmakings can be learned - maybe fix this (with evt.UseItemEffects, return 0 function)
  • consider adding one more blaster (party size now 5)

Temple of Light

  • Possibly chests

The Small House

  • chests

Quests

  • modified main questline
  • scroll of wonka
  • paladin promotion
  • master water magic
  • master fire magic
  • master earth magic
  • The Gauntlet questline/textline
  • Harmondale BDJ existence proof quest
  • courier quests
  • promotions not available until completing courier quests
  • archmage promotion
  • Quest in Barrow Downs which rewards +200 hp rings
  • no trumpet quest

Files

Files marked with (?) I'm not sure if they will be different, if they will, I will process them.

  • mapstats.txt
  • quests.txt
  • monsters.txt
  • 2DEvents.txt - partially done, check armor/weapon/item etc. shops
  • autonote.txt
  • awards.txt
  • history.txt (?)
  • hostile.txt (?) - probably yes (earth elemental/troll), process with script - NOT CHANGED
  • items.txt - but weapons from MM6/MM8 should be buffed too, this isn't done yet, also change spriteIndex - generate mappings with script
  • npcdata.txt
  • npcdist.txt - merge doesn't use it
  • npcgreet.txt
  • npcgroup.txt - not changed in rev4
  • npcnews.txt
  • npcprof.txt - not existing in merge
  • npctext.txt
  • npctopic.txt
  • placemon.txt
  • potion.txt (?) - not changed
  • potnotes.txt (?) - not changed
  • rnditems.txt (?) - not changed
  • scroll.txt
  • skilldes.txt
  • spcitems.txt
  • stats.txt - not changed in rev4
  • stditems.txt
  • trans.txt

Other

  • new item icons (possible some conflicts with paperdolls, or for example caravaneer's crossbow which was taken from MM8 will be duplicated)
  • expert disarm trap learnable only in Erathian Sewers
  • town portal not working until completing archmage promotion
  • barrels give +5 to stat instead of +2
  • MM6/MM8 weapons should have buffed damage as well
  • no fire expert
  • make grognard's cutlass unsellable so player doesn't fuck themselves up
  • horseshoes are shown as wasp stingers on the map, and poppy pods from mm7 as those from mm8 - PROCESS ADDITIONAL REV4 ITEM SpriteIndex
  • blayze's quest change to work with 5 players
  • fix classes promoting (different class consts in merge)
  • allow to promote players even after finishing promotion quests (if player hires new characters)
  • cauldrons grant more resistances
  • pedestals cast spells at 5 GM (not specific to rev4)
  • quests/events which operate on party members should work on all 5 - considered fixed unless proven otherwise

Changes to consider

  • buff magic, as weapons got buffed - https://discord.com/channels/296507109997019137/795807513924075540/885652476668313671 - way to change damage of only player spells
  • add option to turn off meditation mana regen
  • make whole game harder, especially money-wise
  • heavily increase mapstats spawns in other continents
  • Give normal respawn rate to Evenmorn Island, insta-respawn is very annoying and abuse-prone
  • change dual class system to work with MM6/MM8 classes
  • master level magic guilds to sell all spells
  • restore trumpet quest
  • increase rewards you get from stat breakpoints
  • consider adding fire expert after completing scroll of wonka quest
  • fix bracada teleporters
  • modernize harmondale teleportal hub (give proper destination selection) - idea: npc which has picture of a portal, greeting as old text, presenting teleportation options as dialog options which have the right evt.CanShowTopic checks
  • add some warlocks to tunnels to eofol, as only physical damage inducing mobs is boring
  • add optional skill table from Maestro's mod (with some changes from Merge active)
  • skill barrels and wonka quest other sparkles
  • maybe preserve warlock promotion quest?
  • restore original behavior of genie lamps
  • increase spiders body radius in dmonlist.bin - they are unhittable with spells currently
  • change potions/potion bottles look into mm7 ones
  • add possibility to become dark GM

Notes for myself

  • When changing maps, add 51 to each NPCGroup
  • changes in hostile.txt: vampire and swordsman set to 0 for each other to make count zero on EI not fight with guards
  • when adding mm7 promos with Quest{} change class promotion questbits

Current bugs

If you encounter a bug not on this list, please send me the savegame and Merge version you're using, along with a clear description of the bug and possibly steps to reproduce (unless they're obvious).

  • (very minor) Phasing cauldron and phasing brazier of succor don't phase.

Areas with preplaced monsters

  • d08.blv
  • d12.blv
  • possibly d16.blv (idk if stats changed from default) (Vampire) (it's possible that he drops vampire cloak, don't overwrite this)
  • d21.blv (Greckaw, near ooze chest)
  • d28.blv (dragons)
  • d29.blv (messenger)
  • out01 (Sally & Ailyssa the Bard)

Workflow

  1. Play through original MM7 Rev4 mod fully, making frequent saves in new slots and making notes of changes from vanilla
  2. update all files except maps and scripts
  3. put in updated scripts (lua files), changing map names and possibly some more things
  4. update maps by guidelines posted above
  5. Play through the mod, making frequent saves as well and fixing all spotted bugs/deviations from Rev4 mod

Notes from playthrough

  • two saints of selinas scrolls in erathia (the right one is 3) - no, it's done by item duplication bug
  • lord markham's manor has no entrance text
  • chest in castle harmondale with _potion/reagent
  • fix mortie ottin npc text about teleportal hub - no longer need to have keys in 1st character inventory
  • bugged teleportal hub - check save
  • more placeholder rows in NPCText.txt
  • steel helm and elven cloak from mm6 has missing icon
  • npc on EI ship has topic "the watchers"
  • wren wilder breaks interface
  • greckaw quest doesn't give potions
  • also, some npc are misplaced or dialoge names are, since i don't remmber much about rev4, i dont know if its intentional
    • the cleanup of castle haromdale is called "false prisener"
  • swordsman still fights with count zero
  • contestant's shield is sellable
  • bdj's quest won't work if character gets promoted to lich, also if it did work, lich portrait will be retained
  • maybe place one more carnage bow somewhere? (party size 4 -> 5)
  • town portal not working after archmage quest
  • talking with angels in celeste crashes game
  • angel doesn't accept sbg's gauntlets (can't end quest)
  • Two contestant's shields in temple of the moon on Emerald Island
  • no extra horseshoes in harmondale near goblin fort?

Updating

  • WinMerge all the files
  • Set default difficulty in ModSettings.txt to 0 (Easy)
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