Mostly balance changes (to make game easier and more enjoyable) and map fixes along with small updates. Special thanks goes to CognizanceGaming (scripts & testing help), eksekk (scripts & testing help), Darkrage (testing) and cthscr (help with technical aspects of mod), AstroPheonix (testing) and other people in no particular order. This will be fixed at some point in the future and have no direct impact on the game, but can be annoying.
![taichi panda heroes error 11 taichi panda heroes error 11](https://handoff-cdn.appadvice.com/generated-app-plays/1266176819/1360243712-half-thumb/00001.jpg)
#Taichi panda heroes error 11 install
Generally structure of mod installation is this:ġ) Install a fresh (unchanged) copy of M&M7Ģ) Install a Grayface latest patch with NO LOD texture / Large-Mod changes (conflicts are possible)Ĥ) Run M&M7 as ADMIN - Close (IMPORTANT!)Ħ) Install my mod overwriting everything as neededĨ) Enjoy changes for more interesting and harder game 0/ĮITHER ONLY SLIGHTLY ANNOYING OR IMPOSSIBLE TO FIX CURRENT PROBLEMS:ġ) Some textures are distorted (most notable in Erathian Sewers).Ģ) Some textures can be replaced with different ones for very limited amount of dungeons (most notable in Red Dwarf Mines).ģ) Enhancements with new values in effect (disarm traps, armmaster, ID Item, ID Monsters, unarmed and dodging skills bonuses) still show old values in the descriptions.
#Taichi panda heroes error 11 zip file
zip file for list of all notable changes. + Further balance changes, based on additional feedback.ĭISCLAIMER: It is advised to read README in attached. + Adding special "perks" unique only to specific classes. + Reworking banks and town halls and adding new quests along with new monsters. List of possible changes for future versions: + Added mod name to a starting screen without breaking original style and made smallish changes to GM armsmaster skill teacher previous location into a temple. Numerous error logs in certain locations, added 3 new quests for town halls (Harmondale, ErathiaĪnd Tularean Forest), moved GM armsmaster skill teacher from Land of Giants to Nighon and made + Further balance changes and map improvements, fix for script with assorted changes producing I also restored the unused manticore's in Nighon and the Nighon-related areas, along with numerous new guard additions to outdoor maps (rocs patrolling Tularean Forest or friendly genies flying over Bracada Desert, for example).Ĭurrently my mod is in state of a Reimagined version 1.2 (). Monster stats and spawns have been reworked, and many monsters now cast new spells and possess new abilities. Most aspects of the game been changed at least slightly in a mod: from NPC's, services and items (including enchantments) on most maps in the game, quests reward changes and new abilities added to existing spells and skills. Generally, most spells will feel differently (along with changed monster resistances), monsters will create additional challenge, and locations will have new secrets and will feel more lively (some have unusual named monsters - such as Barrow Downs crypts This mod is an overhaul of Might & Magic 7: For Blood & Honour focused at changing game World visual style wise (new clutter, new items being hand-placed into maps, etc) with help of map editor and providing new balance and increased difficulty for interested players (along withīetter rewards and with hopefully more interesting gameplay).