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Might and Magic The Might and Magic Discussion Thread

What is the best Might & Magic game in the series?

  • Might and Magic: Book I

    Votes: 17 2.3%
  • Might and Magic II: Gates to Another World

    Votes: 29 3.9%
  • Might and Magic III: Isles of Terra

    Votes: 59 7.9%
  • Might and Magic: World of Xeen

    Votes: 183 24.5%
  • Might and Magic: Swords of Xeen

    Votes: 5 0.7%
  • Might and Magic VI: The Mandate of Heaven

    Votes: 215 28.7%
  • Might and Magic VII: For Blood and Honor

    Votes: 130 17.4%
  • Might and Magic VIII: Day of the Destroyer

    Votes: 26 3.5%
  • Might and Magic IX

    Votes: 11 1.5%
  • Might and Magic X

    Votes: 73 9.8%

  • Total voters
    748

Fowyr

Arcane
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Messages
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It was only in the unpatched version. And gaining of skill not random, you should click on the place where name of the skill will be displayed if your character had access to it.
 

DaveO

Erudite
Joined
May 30, 2007
Messages
1,258
Which patch are you referring to? There are at least three that I know of. The original 1.2 patch which is fine with a few exceptions, Mok's patch which addresses the armor and recovery bugs, and GreyFace's patch which may be the only option if you have the GoG Limited Edition.

I have MM8 and MM6 working just fine on a Windows 7 system.
 

Mastermind

Cognito Elite Material
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Bethestard
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Steve gets a Kidney but I don't even get a tag.
DamnedRegistrations said:
Tried out a few different party configurations. Everything seems to run into the same issue of having to stop and recover hp/mp after a couple fights. Which was fine in the earlier games, but here I can't rest 90% of the time because something is on the other side of a wall 'near' me half the dungeon away, and even if I could rest, my team is diseased and poisoned and shit.

On top of that, I can't seem to get the game to start with the fan made patch applied, so apparently there's a shitload of bugs involving attack speed waiting to screw me over. And holding down the shift key to run is getting old real fast, especially since I spend more time running into and out of the dungeon than anything else. :x

I like the game world, but the combat balance vs. resting and travel times seems like shit.

Pretty sure there's an autorun option in the menu.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,852
Autorun option is not there. Options were the first thing I poked my nose into and found the menu depressingly devoid of anything useful. Pretty much just sound effects and turning speed.
 

Mastermind

Cognito Elite Material
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Bethestard
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Messages
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Steve gets a Kidney but I don't even get a tag.
I have autorun on mine. Looking through the patch notes, Mok's patch enables it by default and Grayface's allows you to toggle it via caps lock.

It was M&M7 that has autorun in the menu.
 

DaveO

Erudite
Joined
May 30, 2007
Messages
1,258
It sounds like the GreyFace patch was installed, which likely means the GoG version. You may have to toggle Windows Compatibility to 98 for it to function without issues.
 

m_s0

Arcane
Joined
Jun 18, 2009
Messages
1,292
If it's the gog version, get the latest patch here, because last time I checked the one included in the package was outdated:
http://sites.google.com/site/sergroj/mm

It should work fine if you just copy the new files over the old ones. There should be no need for compatibility modes. Look into MM6.ini if caps lock doesn't work
 

Sceptic

Arcane
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Divinity: Original Sin
DaveO said:
The original 1.2 patch which is fine with a few exceptions
The only issues I had with 1.2 were the armor and recovery (though I never actually noticed the armor bug...), and the doors in Kriegspire and Shadow Guild, which I fixed by using the 1.1 exe I downloaded from... I think it was your website actually.
Belated :love: for providing that exe BTW.
 

Storyfag

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Being a newfag(tm)(R)(c), I only managed to play VI through VIII (and avoided IX like the plague). Of these, I prefer VII. VI has terribad character portraits and that's why it's second. VIII could use a bit more work on, well, everything.
 

m_s0

Arcane
Joined
Jun 18, 2009
Messages
1,292
Yeah, they're bad, but in a good way. I actually like the portraits in VI more than those from VII and VIII, not mentioning IX.
 

Jaesun

Fabulous Ex-Moderator
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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
Storyfag said:
Being a newfag(tm)(R)(c), I only managed to play VI through VIII (and avoided IX like the plague). Of these, I prefer VII. VI has terribad character portraits and that's why it's second. VIII could use a bit more work on, well, everything.

You really should give II, III, IV, and V a try. They are excellent.
 

Sceptic

Arcane
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Divinity: Original Sin
Jaesun said:
Storyfag said:
Being a newfag(tm)(R)(c), I only managed to play VI through VIII (and avoided IX like the plague). Of these, I prefer VII. VI has terribad character portraits and that's why it's second. VIII could use a bit more work on, well, everything.

You really should give I, II, III, IV, and V a try. They are excellent.
Fixed. :rpgcodex:
 

Fowyr

Arcane
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Messages
7,671
DaveO said:
Which patch are you referring to? There are at least three that I know of.
Can't remember now, but I never used unofficial patches, so take your guess ;)
 

Calem Ravenna

Scholar
Joined
Jan 17, 2010
Messages
192
Two questions.

1. I am trying to get into Might and Magic I for a while now, but the 'inns only' save system is not really enjoyable for me (I'm not oldschool enough I guess). Is anyone aware of software that allows save states in Dosbox?

I tried playing the NES version, the emulators allow save states, but the fact that I can't make my own party is a problem. Any other platforms allow save states?

2. In Might and Magic VI, are druids allowed to learn dark/light magic? Will probably give it a shot soon (played it last 12 years ago) and go with a 4 druid party. Dark magic was crap from what I remember but Light's convenient buffs are too good to pass up. Can I go with 4 druids or do I have to take a single sorcerer/cleric?
 

Fowyr

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1. Inn only is pretty fine system when you get it. Also first five levels in M&M1 is the bitch. When your wizard gains Fireball and Lightning Bolt it will be easier.
2. Druids cannot access Light/Dark magic.
 

octavius

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M&M 2 was my first experience with Might and Magic.
I played it a lot on my Amiga 20 years ago, but haven't played it since.
I then played MM 6 when it was released and in more recent years I played 3,4,5,7 and 9.

I remember 2 felt very big, but it also had some inbalances. I really hated the Crazed Natives since they had a high initiative and their attacks damaged the whole party. So a bunch of them could often wipe out a low level party. You could also find some insanely powerful monsters close to the starting town. Remember the 3 Cuisinarts? What is a cuisianart (sp?) anyway?
I eventually completed the game, but then I kept replaying the starting town and the 1 level dungeon underneath on the hardest difficulty over and over again.
One thing that was very exciting in MM2 was the different chest types. I don't remember their names now, but I do remember that you could find some insane loot in the most exotic sounding and looking chests. Alignment did matter since weapons more powerful than +8 (I think) were alignment restricted and you ccould find weapons as powerful as +99, I think, although the most powerful I found was a +79 Spear IIRC.
Later games had a more mundane and much more boring (IMO), but perhaps more balanced, magic items system.

M&M 3 was also a large game with lots to explore abd many memorable locations, but my recollection of 4 and 5 was they they were much smaller than 2 and 3, and apart from the Dwarven Mines and the big forest in the S-E part of the map I don't remember much of them.

I also like 6 and 7, but can't imagine playing through 6 again (Darkmoor and the castle there is enough for one lifetime).
7 I may play again, just to experience the dark side. And to play Acromage again.
 

Fowyr

Arcane
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Joined
Mar 29, 2009
Messages
7,671
Regarding M&M1
1. There is unguarded chest in the C2
2. You may kill bunch of Caryatids for 400 xp for everyone, they defending path to B2.
3. Make you way to Erliquinn, try to complete lord's quests on the way. First quests in the South Blackridge (sp) castle pretty easy, requiring only visiting cities.
4. Fast way to any city - teleport in Sorpigal, fast way back to Sorpigal- Fly spell.
5. Increase agility and speed under Dusk, shrine in this dungeon have good items.
 

DaveO

Erudite
Joined
May 30, 2007
Messages
1,258
I prefer to stay as close as possible to the released versions of MM6 thru MM8 instead of using the GrayFace patches. Mok's patch does minor tweaks and corrects the important issues. I don't care for a "reinterpretation" with new rules from GrayFace's patches.
 

Sceptic

Arcane
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Messages
10,881
Divinity: Original Sin
Calem Ravenna said:
the 'inns only' save system is not really enjoyable for me (I'm not oldschool enough I guess). Is anyone aware of software that allows save states in Dosbox?
Normally I'd say "tough it up noob!" but TBH if I were to replay MM1 now I probably wouldn't the patience to put up with the save system. So, yes, there is a way. Get this SVN build of DOSBox, which supports save states. (it also has a whole load of nice extras compared to vanilla DOSBox, including integrated Glide and MT-32 wrappers. I use it exclusively now)

In Might and Magic VI, are druids allowed to learn dark/light magic?
God no. They have to have some limitation you know ;)

octavius said:
I remember 2 felt very big, but it also had some inbalances.
Both 1 and 2 are very unbalanced, 2 in some ways even worse (it also has level scaling. I HATE).

Remember the 3 Cuisinarts? What is a cuisianart (sp?) anyway?
Of course I remember them! :D
Cuisinart is a (French?) brand of food processors. The slogan in one of their (80's) ads was " it slices and dices". I'm sure you can see the parallel ;)

Later games had a more mundane and much more boring (IMO), but perhaps more balanced, magic items system.
I find both the materials system from 3-5 and the "random effect" system from MM6-8 more interesting than 2's, which was just ridiculous (take item and add + to it until you reach the breaking point? pretty boring IMO)

my recollection of 4 and 5 was they they were much smaller than 2 and 3
Overworlds of 3, 4 and 5 are exactly the same size (which is larger than 1 and 2's by 20 or 25%). 3 I think had the most dungeons, but 5's were significantly larger than 3 or 4's. 4 had one dungeon that was massive and quite boring, the dwarven mines. Oh yeah and 5 had the skyway, which covers the same area as the overworld but with far fewer "active" squares. All in all I'd say WOX combined is the largest game by far, otherwise it's a toss between 3 and 5.

I also like 6 and 7, but can't imagine playing through 6 again (Darkmoor and the castle there is enough for one lifetime).
Am I the only one who absolutely loves Castle Darkmoor for the concentrated :rage: it generates? :(
 

Storyfag

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DaveO said:
I prefer to stay as close as possible to the released versions of MM6 thru MM8 instead of using the GrayFace patches. Mok's patch does minor tweaks and corrects the important issues. I don't care for a "reinterpretation" with new rules from GrayFace's patches.

Any broader opinion on these patches? I never heard of them. What do they do?

Sceptic said:
Am I the only one who absolutely loves Castle Darkmoor for the concentrated :rage: it generates? :(

Cheer up, I like it too. Ever tried to rush it without killing a single lich? :smug:
 

Fowyr

Arcane
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Messages
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Sceptic said:
Am I the only one who absolutely loves Castle Darkmoor for the concentrated :rage: it generates? :(
First time I hated it, destroying Book of Liches not helped too. Second time Stockholm Syndrome hit me and I started liking this dungeon.
 

kmonster

Augur
Joined
May 24, 2010
Messages
316
Calem Ravenna said:
I tried playing the NES version, the emulators allow save states, but the fact that I can't make my own party is a problem. Any other platforms allow save states?

You can create your own party in the NES version, just go to guild and have the characters get reborn with new names, classes and stats.
 

Calem Ravenna

Scholar
Joined
Jan 17, 2010
Messages
192
Sceptic said:
Get this SVN build of DOSBox, which supports save states.

Excellent :salute:

Fowyr said:
Druids cannot access Light/Dark magic.
Sceptic said:
God no. They have to have some limitation you know ;)

:( Oh well, it's not like three druids are limited in their spellcasting choices. (strangely, I don't recall using sorcerers or clerics on my first and only playthrough of MM6, yet I remember using light/dark magics... memory playing tricks on me)

Mastermind said:
Shrapmetal = i win button

You're probably right, it's been a while since I played this. I didn't use Dark magic much since I acquired it pretty late in the game. Had a little fun with shrinking, armageddon and reanimate, but otherwise I used implosion/some mass damage fire spell because they seemed cheaper and more effective.

Probably used Dark more in MM7, but I still don't recall it being more effective than the elemental spells (though it had some buff spell added IIRC).

kmonster said:
You can create your own party in the NES version, just go to guild and have the characters get reborn with new names, classes and stats.

Had no idea about that. I'll probably play the PC version instead, but I'll keep this in mind.
 

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