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Might and Magic Might & Magic X - Legacy

Haplo

Prophet
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Joined
Sep 14, 2016
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6,543
Pillars of Eternity 2: Deadfire
Freemage is the only one which gives you access to Dark as well. Rune Priest is also good to have.
Oh yeah, I remember the Rune Priest being the best offensive caster.
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,961
This, but unironically. You reap what you saw. Applies both to gamers who boycotted the game and the publishers who forced always online DRM.

P.S. the team could have gone indie and asked money via crowdfunding. If there was no sufficient interest even then, they could close the doors themselves without any doubts or guilt.

Its a big publisher's IP. Limbic was just who they chose to outsource it to. If Ubisoft didn't want any more Might and Magic RPGs, there's no more Might & Magic RPGs. Sad but true.

Also I think the M&M strategy game they pushed out proved Limbic wasn't perfect. At least we got one good game out of them before they went off the rails.
 
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Joined
Feb 28, 2011
Messages
4,159
Location
Chicago, IL, Kwa
I've said it before, and I'll say it again: MMX was great (damn near a miracle considering the year of its release), and the people who bitch and moan ad nauseum about its shortcomings are just whiny contrarians enabling decline through their own intransigence.

Edit: +M
 

Haplo

Prophet
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6,543
Pillars of Eternity 2: Deadfire
I remember also the Mercenary -> Windsword being amazingly useful, despite appearances.
But a dual wielding Scout was ok also. The Defender... well, kinda overkill. You don't need so much defense and he's not great at dishing damage.
 

CyberWhale

Arcane
Glory to Ukraine
Joined
Mar 26, 2013
Messages
6,732
Location
Fortress of Solitude
This, but unironically. You reap what you saw. Applies both to gamers who boycotted the game and the publishers who forced always online DRM.

P.S. the team could have gone indie and asked money via crowdfunding. If there was no sufficient interest even then, they could close the doors themselves without any doubts or guilt.

Its a big publisher's IP. Limbic was just who they chose to outsource it to. If Ubisoft didn't want any more Might and Magic RPGs, there's no more Might & Magic RPGs. Sad but true.

I know, I was talking about its potential spiritual successor Strength & Sorcery.
 

Kliwer

Savant
Joined
Oct 19, 2018
Messages
216
Thank You for Your comments!


I like my first idea, with scout, co probably I will go with it.


Firstly however I will make a “test-run”. A group something like: Defender, Bladedancer, Runepriest, Freemage. Two warriors (one defensive and one offensive) and two mages (one offensive, one supportive). I wish I could have a 5-person group… For now orc do not fit to the fellowship. Pity – he could be a descendant of my half-orc barbarian from World of Xeen…


I have some more questions, if I may.

Is Destiny useful for wizards? Can wizard make a critical hit with spells?

Magical Focus – is it worth to develop? For example for Runepriest; I wish to give him a shield, so he will be unable to handle two foci-s anyway.


A note about performance. I’m playing the game on a quite old laptop. As usually with new games (I know… it is no so new, but…) I have problems with performance and, especially, with overheating. But I have found a so-so solution: I have reduced max FPS to 40 (all other settings max/almost max) and problem is mostly gone.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,722
Pathfinder: Wrath
It's better to replace that Defender with an orc Barbarian wielding spears. On all my spellcasters I put 3 points into Magic and 1 into Spirit, seemed to work fine and had no trouble.
 

cvv

Arcane
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Joined
Mar 30, 2013
Messages
18,947
Location
Kingdom of Bohemia
Enjoy the Revolution! Another revolution around the sun that is.
Defender is the worst class in the game, a boring waste of space.

Also goddamn you all, all this talk made me reinstall and go for another spin. Let's try the all-hybrid party, I never used hybrids.
 

Barbalos

Savant
Joined
Jun 14, 2018
Messages
201
I've heard this game has some tech problems. Anyone running this on win10?

Yes, I'm on Win 10, and yes, it is not very well programmed even for a Unity game. It runs slow quite often and fiddling with settings does very little to help that. For reference I have a i7-7700 and Geforce 1060 6GB. I don't recall ever running into any game-ending bugs at all, though.

Also I noticed a significant improvement in loading times if I cleaned my old saved games regularly (fortunately you can do this in-game). In my latest run I have ~3-4 hard saved games total and it runs much, much better than the ~800 I had last time.
 

newtmonkey

Arcane
Joined
Aug 22, 2013
Messages
1,384
Location
Goblin Lair
I played and completed the game on Win 10, without major problems.

1) Performance is bad no matter what. Like Barbalos said, reducing graphics settings won't increase performance, so you might as well max everything out at this point.

2) I ran into one bug where I couldn't access Act II. Reloading an older save and repeating some content fixed it, so you want to be sure to save in multiple slots.

3) At one point the game stopped saving new games, and I had to delete some of my old saves to get it working again. (No error was given, it just stopped saving new games even though there appears to be no limit).
 

Kliwer

Savant
Joined
Oct 19, 2018
Messages
216
I’m after first serious session with the game (and after a couple of hours of testing). I have chosen my first idea (scout+crusader+barbarian+druid); maybe not the strongest one, but I like it (I’m such a LARPer… sorry).

It was so cool that dwarf-smith in the very first village not only saluted my group’s dwarf-leader, but he even recognized his clan.

Too early to judge anything but, for now, I like the game very much. I has some of the classical M&M atmosphere, more then I have expected. These new lore is not so bad (this is my fist meeting with Ashan)- very epic but, still, stylish. It’s not so intriguing and mysterious as M&M 1-5, but ok. I like many blinks to the veteran M&M players.


Battles are, for now, nice, but with some MMO elements, which I do not like. But the character creation system is just wonderful. It is very hard to decide which skills are most important to GM.


I’m afraid that I will have some problems with secret doors. For now some temporary companion makes the “detector’s” job but... well, she is temporary, I guess. I’m trying to delay her quest until I will have enough gold to buy some Dark Magic scrolls.


Oh well, I can’t judge the design of the game after one town and two dungeons, but, for me, gameplay is much better than M&M 6-8. Not so good as M&M 3-5 (especially 3, my favourite), but good. I hope that rest of the game will be also good. And not too short.


Thank You, everybody, for Your advices. Bladedancer do not fit to my group but I will try to combo paladin’s skill with dual-wielding scout. Water Magic has, as I have read, some “pushing” and freezing spells, so I will try to use scout’s crossbow as much as it will be possible (I like this character, it is very similar to my last p&p hero, and my last build in Drakensang: River of Time).


And I see now why damage is so important; enemies have quite a lot of HP. For now my main damage dealer is, of course, orc barbarian. But I am glad that I have started with Warrior difficulty. Adventure could be a bit boring.
 

Kliwer

Savant
Joined
Oct 19, 2018
Messages
216
I miss for spell-based exploration from M&M 3-5. Such a lost opportunity.
Dungeons in those old games was wonderful because player had to use all utility spells. Levitate to pass pits, light to see in darkness, teleport to reach hidden chambers etc. I also like the "calendar puzzles" (when something happened on a specyfic day of the year).
In M&M X all spells are combat-oriented. Pity. In short - combat is better, but exploration weaker.
 

cvv

Arcane
Patron
Joined
Mar 30, 2013
Messages
18,947
Location
Kingdom of Bohemia
Enjoy the Revolution! Another revolution around the sun that is.
Took the game for another spin, tried a hybrid-only party for the achievement. Went on Adventurer diff this time, wanted a quick and easy run, just for fun.

It was a breeze, obviously, a hybrid-only party would be fully viable on Warrior too. But that endgame DLC, the prison break, proved way too brutal even on Adventurer. I beat it twice on Warrior but with min-maxed parties. Those two most brutal fights - with the bandit leader in the prison and then with the horde of knights on the Summer Palace square - proved impossible with my hybrids. I ended up just console away those two.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,722
Pathfinder: Wrath
You need like 5 spells to beat the expansion, though. The ones which make you immune to status effects, some healing and that one fire rune on the ground that can be stacked up and decimates everything.
 

cvv

Arcane
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Kingdom of Bohemia
Enjoy the Revolution! Another revolution around the sun that is.
You need like 5 spells to beat the expansion, though. The ones which make you immune to status effects, some healing and that one fire rune on the ground that can be stacked up and decimates everything.

Status effects aren't a problem, you have Burning Determination and various 100% prot jewels.

The problem is damage and defence. Hybrids are jack of all trades but masters of none. Plus I was kindda fooling around, trying different things with my builds and neglected maxing out armor and shield skillz. For the vanilla everything goes but that DLC is p. hardcore, you can't just wander in with a joke party. I could probably pull it off if there was a way to respec but alas, there is not.

And that stacking rune is a Searing Rune and it's a promotion skill for the dwarf mage. Not accessible for hybrids.

P.S. - Haven't tried an all-mage party but I have a feeling it'd be a faceroll even on Warrior, even in the endgame DLC. You'd just have to buy up all the mana pots you could grab. And the early game would be rough.
An all-warrior party tho....that would be a challenge. Not sure how one would deal with status effects and other nasty shit.
 
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Dorateen

Arcane
Joined
Aug 30, 2012
Messages
4,421
Location
The Crystal Mist Mountains
Those two most brutal fights - with the bandit leader in the prison and then with the horde of knights on the Summer Palace square

How did your hybrid group find the battle with Caindale? For some reason, that one sticks out to me as one of the harder encounters of the expansion.
 

cvv

Arcane
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Joined
Mar 30, 2013
Messages
18,947
Location
Kingdom of Bohemia
Enjoy the Revolution! Another revolution around the sun that is.
Those two most brutal fights - with the bandit leader in the prison and then with the horde of knights on the Summer Palace square

How did your hybrid group find the battle with Caindale? For some reason, that one sticks out to me as one of the harder encounters of the expansion.

No problem at all, I maxed out Arcane Dis on all my chars for testing purposes and if you stack some other wards and jewelry his Sunray spam can go fuck itself. My problem was physical def and damage (only one and half chars capable of dishing out good dmg).

Aight, evaluation: I think Scout might be the most useless class in the game, he was mainly there to cast Burning Det and die a lot. Both his dual-wield axes and crossbow have been meagre.
Crusader is amazing ofc, can't imagine going through the game without his Celestial Armor, healing and res.
Ranger is good. It takes a while for her to be useful but Point Blank shot is great. Tho against the late game armored tanks she loses efficiency.
Hunter was my main damage dealer. Spear is great against armoured opponents. He was the one holding the line in the late game.

All in all though hybrids feel like a gimmick. Specialized chars are just SO much efficient. Still, ranged combat was fun.
 

Haplo

Prophet
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Sep 14, 2016
Messages
6,543
Pillars of Eternity 2: Deadfire
Well, I guess you didn't savescumm to buy double attack axes for the scout.
 

cvv

Arcane
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Kingdom of Bohemia
Enjoy the Revolution! Another revolution around the sun that is.
Well, I guess you didn't savescumm to buy double attack axes for the scout.

There are double attack axes? Lulz, never even knew that. Not that it would've made much difference. For the DLC I was using the relic axe you get in the Tomb and another good teal one. Good gear. Scout sucked anyways (btw that GM crossbow pierce-through attack is great but situational. You mostly utilize in the late game with its hordes of mobs but most of them are heavily armored anyways and ranged sucks against armored).

Anyway next time I'd like to try an all-melee party, on Warrior. Tho not having neither Celestial Armor nor Resurrect and only puny Regen will surely be a gigantic pain in the ass, especially in the early game. All-mages could be fun too but I do suspect it'd be a complete faceroll, at least once you get through the starting areas.
 

Kliwer

Savant
Joined
Oct 19, 2018
Messages
216
I’m playing it slowly (not much of a free time), I’m now in the middle of the second act. Some observations.


· I like the fighting system, however some battles take too much time. For my taste the game is too much battle-centric. I wish it has more exploration. The game world is not very big and progression is quite linear. Most of times I have 2-3 directions to choose. Woodlands are just dungeons with green walls, like in the games of old (Lands of Lore). I don’t have a problem with it, however it is a bit disappointing in comparison to an open-world nature of World of Xeen.

· As a many of You previously sad: there are too many ambushes, which a bit limits tactical usage of spells and skills. Too many fights fallows the same recurrent scheme. Round 1 - druid and crusader cast buffs, orc and dwarf attacks. Round 2 – druid and crusader cast debuffs, orc and dwarf attack. Round 3 – Druid and crusader cast heals, orc and dwarf attack. Round 4 – come back to round 1.

· Layout of dungeons is ok, but the riddles and puzzles are an insult to my intelligence. For now I hadn’t have a single problem with them. I do not like an idea of very small dungeons with only one enemy/puzzle inside.

· The atmosphere of the game is very close to classic might&magic. Maybe there are too much ester eggs, but I like most of them. Designers really had to hate Ubisoft:D. That quest with searching for “forbidden saga” – which is a rhymed tale of previous M&M games – is just marvelous.

· Regarding to “exploration” spells. For now there are only two of them: the light spells and “whispering shadows” to detect secrets. It is the most serious step back from the previous titles. In M&M 3-5 we had all those eternalize spells, levitate, teleport, water walk, jump – to cross pits, walls and doors, to reach the secret chambers and solving puzzles. It was so cool.

· The performance is good in dungeons and cities but very bad in forests. Also – forests are the only graphical element which I do not like.


But I like the game very much. It’s not perfect, but (it's a completely trivial statement…): the final quality of the game is better than the sum of its parts. Form me - it’s better then most of modern titles. When I was playing Pillars of Eternity I was constantly thinking: “oh, maybe it will be better to play Baldur’s Gate ones more?” M&M X has, form me, its own charm.


Few questions, if I may (I do not want to consult walkthroughs fearing of spoilers):

· Could I buy expert and master water spells in act II? Shops in Sorpigal and Sea Haven only have the most basic ones. It’s a problem for me because my druid is an earth and water specialist. I need some water AoEs.

· What was Your level to defeat the cyclops near Sorpigal? My party is on 15 level, I have killed the Shadow Dragon without much troubles, but this one-eyed bastard still slaughters me.

· Is it worth to develop my barbarians destiny stat (to increase his crit rate and the chance of stun with a mace)?

· Is it worth to pump my scouts magic stat (he is a fire expert – to cast torch, danger sense, burning determination and the might buff)?

· Elemental resistances – how they work? Are they reducing damage from spells or provides the chance to resist?
 
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Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,722
Pathfinder: Wrath
· Is it worth to pump my scouts magic stat (he is a fire expert – to cast torch, danger sense, burning determination and the might buff)?
At one point, immunity to debuffs and status effects becomes mandatory, so Burning Determination is a must.
 

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