Index ⇒ Games Support ⇒ Dark Messiah of Might & Magic v1.4

Trouble playing a game? Game not running well? Ask help here.

Moderator: LW Moderator

Dark Messiah of Might & Magic v1.4

Postby Zogg3rFX » Mon Jan 28, 2019 11:32 pm

Hello Legend's World Forum,

thanks and greetings to all members and contributors to this excellent site and especially to the admins for keeping the game legends page updated :thanks: I was wondering and would like to ask if it is possible to the get the Dark Messiah of Might & Magic v1.4 STEAM update running. Also, is it maybe possible to get the additional multiplayer maps from the v1.4 patch transported into the retail version, too? I have the retail version somewhere and was frustrated, that the v1.4 patch was only released for the STEAM version back in that time.

thanks & greetings
Zogg3rFX
Member
 
Posts: 17
Joined: Mon Jan 28, 2019 11:15 pm
Thanks: 0
Thanked: 1 time in 1 post

Re: Dark Messiah of Might & Magic v1.4

Postby Delacroix » Tue Jan 29, 2019 7:13 am

Wasn't even aware that some new maps were a thing. Did they backport console content or what?
Delacroix
Super Member
 
Posts: 1260
Joined: Tue Apr 11, 2006 8:28 am
Thanks: 123
Thanked: 121 times in 91 posts

Re: Dark Messiah of Might & Magic v1.4

Postby Zogg3rFX » Tue Jan 29, 2019 8:56 am

Hiya Delacroix,

i dunno if this is backported console content but the patch introduced:
New game mode - Colosseum
New map - clsm_circus
New map - CTF_3
New map - CTF_MP4
New map - CTF_MP2
SDK map compile utilities & documentation
Source Data for all Kuju MP maps"

The new patch includes also various bugfixes for the multiplayer, yet again tweaks the classes and comes with four brand new maps.
https://www.celestialheavens.com/1172590193
https://www.celestialheavens.com/1172081005
https://www.celestialheavens.com/forum/11/5796#p128641

As hinted http://www.celestialheavens.com/viewpag ... 1172081005, a new MP patch (1.04... or is it 1.4 ?) for Dark Messiah has been released today and can be downloaded via Steam. "This patch introduces the new Colosseum Mode and the SDK as well as bug fixes and balance adjustments for the main game. New Content New game mode - Colosseum New map - clsm_circus New map - CTF_3 New map - CTF_MP4 New map - CTF_MP2 SDK map compile utilities & documentation Source Data for all Kuju MP maps" Colosseum Rules Colosseum mode is designed for multiple players to duel amongst themselves in a series of individual fights. Each fight is between two teams - 'Humans' and 'Undead' Players do not choose which team they are on - this is decided automatically. Teams can have more than one player on the side - this is determined by the server when the game is started. Non-fighting players can watch the fight in progress, and can bet XP on the outcome. Winners of fights gain XP awards which can be used to purchase skills in the normal fashion. Players share XP across all classes (so you can level up to 4 as a Knight, then switch to a level 4 mage if you want) The 'contest' is over at the end of the time limit (when the highest ranking XP player will 'win') OR when the server-specified XP limit is reached by a player Issues / things to be aware of in Colosseum The style of the Colosseum game being played depends quite a lot on the server owner's configuration. We have implemented it with as much flexibility as possible, so server owners can do things like specify available classes, team sizes, betting amounts, fight times etc. One class - the Priestess - has a rather strong effect on the outcome of Colosseum, as they are able to heal and resurrect others. Server owners may want to disable this class, or consider removing the resurrect abilities. To remove resurrect abilities from a game, add these lines to the server.cfg file - spell_resurrect_range "0" spell_mass_resurrect_cost "120"

A complete list of available server commands can be found here - http://forums.ubi.com/eve/forums/a/tpc/ ... 5851030615 Request to server owners - If you do run a 'custom' server, please mention in the game title that you are doing so.

Character Changes
Archer Multi-Arrows (double, triple) now reduce stamina recharge when arrows drawn Assassin Cloaking sound halved in volume / range Mage Fire Orb damage now affected by elemental alignment (base fire orb damage reduced so full-fire alignment can't be insta kill) Mage Lightning spells now fully damage Magic Shields Priestess Soulmark ability increased duration Priestess 'pre-curing' effect added - now targets of heal are aware that the Priestess is casting it upon them Knight Safeguard reduced 'casting' time Knight Quick Attack stamina cost reduced depending on XP level Knights now slowly regain stamina while holding Stance, depending on XP level

Miscellaneous & Bug Fixes
'Low sample quality' optimization no longer automatically disables streams. In-air damage impulses (aka 'Kiting') fixed. Characters will no longer take strong movement impulses from being hit with a melee weapon Lock-on range reduced when character is blinded / poisoned Increased size of Blind visual FX Spell created entities (magic shield etc) are now removed when the player who created them leaves the game Dead characters no longer receive health boost from rally troops Resurrection message added for the Mass Resurrect state Soulmark message no longer appears over dead soulmarked targets Times larger than 100 minutes now work in timer display Assassin Poison Daggers & Arterial Strike now have reticules as they should Knight can no longer break out of 'Stunned' state via an exploit

SDK
This patch contains everything users require to create maps for the multiplayer component of Dark Messiah. (This SDK is not suitable for making maps for the Singleplayer game) There are full instructions on how to use the SDK inside the /Docs directory of the MP game folder. These can be found here - [Drive]:\Program Files\Steam\SteamApps\[SteamUserName]\dark messiah might and magic multi-player\Docs\ The source data for the Kuju multiplayer maps can be found here - [Drive]:\Program Files\Steam\SteamApps\[SteamUserName]\dark messiah might and magic multi-player\mapsrc\ NOTE: You will not automatically see the Dark Messiah Might & Magic SDK under "Tools" in Steam -- refer to the the SDK.pdf file located in the Docs folder for more info on how to set up the SDK (see above).
Zogg3rFX
Member
 
Posts: 17
Joined: Mon Jan 28, 2019 11:15 pm
Thanks: 0
Thanked: 1 time in 1 post

Re: Dark Messiah of Might & Magic v1.4

Postby Zogg3rFX » Fri Feb 01, 2019 1:45 pm

Hi,

so is there no way to get the STEAM patch ported for the retail version? The retail version features as a lot of cool mods and stuff and it would be so great to have this game fully patched :cry:
Zogg3rFX
Member
 
Posts: 17
Joined: Mon Jan 28, 2019 11:15 pm
Thanks: 0
Thanked: 1 time in 1 post

Re: Dark Messiah of Might & Magic v1.4

Postby Delacroix » Fri Feb 01, 2019 4:30 pm

No. If you make an xdelta patch, you'll effectively convert your retail into a cracked Steam build. It's best to just try playing the mods via a Steam build.
Delacroix
Super Member
 
Posts: 1260
Joined: Tue Apr 11, 2006 8:28 am
Thanks: 123
Thanked: 121 times in 91 posts


Return to Games Support

Who is online

Users browsing this forum: No registered users and 1 guest

cron