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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

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,737
Location
Perched on a tree
Unless I'm messing it up somehow(probably), I actually think the non-midi music sounds better than the midi versions…
But going by other people's results, it seems that way
e.g.,



I prefer the first one too but the issue is usually more the sound effects, it's hard to get them all right, whenever i fixed the CC weapons impacts sounds i fucked-up the arrows impacts and so on.
 

Sceptic

Arcane
Patron
Joined
Mar 2, 2010
Messages
10,884
Divinity: Original Sin
You seem pretty knowledgeable, what's the best way to setup the audio for dosbox WoX?
I have an SC-55 mkII, so I set up the game config to Sound Canvas and connect the module directly into the PC. I have to do 2 things to get it to work on a modern PC: a USB-MIDI converted, and some way of getting Vista/7/8/10 to let you remap MIDI to the USB port (and therefore the module) and not the horrendous Windows software wavetable synth. If you lack the real hardware, there are some reasonably faithful (though not 100%) software alternatives; I've tested VirtualMIDISynth with some soundfonts and found one that IIRC sounded reasonably good with WOX. Links here.

Let me know if you have trouble getting things to work and I'll see what I can do. I don't remember if DOSBox allows you to directly pick a device for MIDI output or if you still have to remap with a 3rd party, if it does then you just need the soundfont and the virtual MIDI synthesizer and you're good to go.
 

Manisan

Novice
Joined
Apr 22, 2019
Messages
30
I'm tried play MMIX yesterday :\ but I'm having motion sickeness with the camera. I think because of that I won't be able to finish all MM games ;--; (I took a break from VII because I noticed that I need a thief in my party O__o I can't open chests with no explosion and insta kill O__O now I need to play from beginning. And I miss the chinese mod, I had uninstal it, because it was crashing when I'm going to Deyja - The chinese mod have very beautifull trees, I miss it). Maybe I'll go to play MMX or I and II (The others I already finished)
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,230
I took a break from VII because I noticed that I need a thief in my party O__o I can't open chests with no explosion and insta kill O__O
What? You can take NPC (not much of a help tho w/o skill multipliar), you can cast preservation on squishy members and heal through. Or, better yet, you can simply ignore deadly chests until getting telekinesis (or enough HP to survive traps). Thieves are almost useless outside chest opening, I hate including them.
 

Manisan

Novice
Joined
Apr 22, 2019
Messages
30
Realy? Telekinese is from air magic right? I put a NPC with these skills in party, but I think he's not being usefull. You know what city I found town portal magic? I will try your sugestion :) thank you
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,230
Telekinese is from air magic right?
Earth, master requirement (level 7+mid-rank for wizards, top rank for archers or druids).
I put a NPC with these skills in party
He's adding skill points to every member of the party, so you should still learn it and at least have an expert in it to being useful.
You know what city I found town portal magic?
To any. That's how it work in VI-IX games: you have to drink from central fountain in some cities in order to get access (save and try to get the idea).
 

Mightmagic

Augur
Joined
Oct 29, 2013
Messages
118
The graphics were good enough. Crude in MM6 and more polished in MM8. MM9 OTOH was
rating_prosper.png
with some laughably badly drawn monsters.
M&M 8 was very ugly like all M&M in 3D (6,7,8,9).
M&M 7 was maybe the less ugly between M&M 6 and 9.
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,603
Location
Bulgaria

Butter

Arcane
Patron
Joined
Oct 1, 2018
Messages
8,815
Almost finished World of Xeen now. The Dungeon of Lost Souls was awful and made me want to stop playing, but once I got past that part the game went back to being a breeze. I am however reaping the consequences of not investing in the bank earlier. Even picking up millions of gold in treasure in both the Temple of Bark and the Great Pyramid, I'm barely able to afford all the level-ups the game is throwing at me.
 

Butter

Arcane
Patron
Joined
Oct 1, 2018
Messages
8,815
Finished WoX today. Got a score of 1382605210, which I'm guessing is kind of low. The ending was kind of anticlimactic, and I think dealing with Lord Xeen in Clouds was ultimately cooler than watching somebody else defeat Sheltem or not defeating anybody in order to unite the world. I'm going to play MM3 and maybe MM6 later this year.
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,985
Location
Swedish Empire

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,737
Location
Perched on a tree
Luzur Interesting, where did you get that ? Is there a list of all the changes and planned features ?

I just checked and there is a new Merge mod build : Merge Mod from Celestialheavens

Here is thing i did for past time: merge of mm6, mm7, and mm8 on base of mm8 using MMExtension.

Game files v. 29.03.2020. Update localization files as well.
MEGA: https://mega.nz/#!Xy4AGaqb!XOxEgyqRPpW- ... biyQH_gUuQ
Update (if you have game files of previous version): https://mega.nz/#!X3g2FCjQ!8FiZ4Zpbljpi ... 3wFd7ttCo4

Highlights: monsters better orienting in dungeons, no more black screen flickering in dungeons, bunch of various bugfixes (and lot of fresh new bugs!).

How to install:
Warning: do not install MMPatch before applying game files.
1. Install GOG version of Might and Magic VIII.
2. Copy mod files into MM8 folder, replacing existing.
3. [Optional - skip this step if game already works] Install MMPatch 2.4.1 (https://github.com/GrayFace/Misc/releas ... v2.4.1.exe )
4. [Optional] - download localization files, links below.

Optional, in case of questions/issues:
5. Check tracker in case of questions.

Known unfixed bugs/issues:
1. One half of double-leaf doors in MM6 dungeons sometimes stays impassable, second part usually works fine.
2. Check tracker for more.

Possible contributions if someone would:
1. Testing.
2. Repainting mm6/7 armors to fit mm8 dolls. (List of armors requiring to be repainted: https://www.dropbox.com/s/1uxa88lcbioif ... t.txt?dl=0)
(video-example at 1:18 : https://youtu.be/lipriutf3SI (video a bit outdated, use dump(*table*) function to find new fields of structures)).
3. Some texts have not been localized yet, translate any, and share them here, please.
Here is list: https://www.dropbox.com/s/3qzcvdzeajg5z ... t.txt?dl=0
put this file into "Data" folder to see new texts in game. Open debug console with ctrl+f1 and execute "RelocalizeTables()" (without quotes) with ctrl+enter to see new texts without relaunching game.

Current contributions:
- Two elf females and woman from MM7 by J.M.Sower.
- Two elf males and man from MM7 by Albahr.
- MM7 dwarves, goblins, and all MM6 characters by Jamesx.
- Two connective cross-continent questlines by Echo.
- Items splitted into subtiers by Xfing: Weapons, Armors (not fully implemented yet), Apparel (not implemented yet)
- Water frames, body armor conversion and code fixes by GrayFace.
- Suggestions/bugs/tasks tracker by Templayer: https://docs.google.com/document/d/1xf4 ... mZ3o/edit#
- MM6 -alike interface by Vinevi

[...]
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,985
Location
Swedish Empire
Luzur Interesting, where did you get that ? Is there a list of all the changes and planned features ?

I just checked and there is a new Merge mod build : Merge Mod from Celestialheavens

Here is thing i did for past time: merge of mm6, mm7, and mm8 on base of mm8 using MMExtension.

Game files v. 29.03.2020. Update localization files as well.
MEGA: https://mega.nz/#!Xy4AGaqb!XOxEgyqRPpW- ... biyQH_gUuQ
Update (if you have game files of previous version): https://mega.nz/#!X3g2FCjQ!8FiZ4Zpbljpi ... 3wFd7ttCo4

Highlights: monsters better orienting in dungeons, no more black screen flickering in dungeons, bunch of various bugfixes (and lot of fresh new bugs!).

How to install:
Warning: do not install MMPatch before applying game files.

1. Install GOG version of Might and Magic VIII.
2. Copy mod files into MM8 folder, replacing existing.
3. [Optional - skip this step if game already works] Install MMPatch 2.4.1 (https://github.com/GrayFace/Misc/releas ... v2.4.1.exe )
4. [Optional] - download localization files, links below.

Optional, in case of questions/issues:
5. Check tracker in case of questions.

Known unfixed bugs/issues:
1. One half of double-leaf doors in MM6 dungeons sometimes stays impassable, second part usually works fine.
2. Check tracker for more.

Possible contributions if someone would:
1. Testing.
2. Repainting mm6/7 armors to fit mm8 dolls. (List of armors requiring to be repainted: https://www.dropbox.com/s/1uxa88lcbioif ... t.txt?dl=0)
(video-example at 1:18 : https://youtu.be/lipriutf3SI (video a bit outdated, use dump(*table*) function to find new fields of structures)).
3. Some texts have not been localized yet, translate any, and share them here, please.
Here is list: https://www.dropbox.com/s/3qzcvdzeajg5z ... t.txt?dl=0
put this file into "Data" folder to see new texts in game. Open debug console with ctrl+f1 and execute "RelocalizeTables()" (without quotes) with ctrl+enter to see new texts without relaunching game.

Current contributions:
- Two elf females and woman from MM7 by J.M.Sower.
- Two elf males and man from MM7 by Albahr.
- MM7 dwarves, goblins, and all MM6 characters by Jamesx.
- Two connective cross-continent questlines by Echo.
- Items splitted into subtiers by Xfing: Weapons, Armors (not fully implemented yet), Apparel (not implemented yet)
- Water frames, body armor conversion and code fixes by GrayFace.
- Suggestions/bugs/tasks tracker by Templayer: https://docs.google.com/document/d/1xf4 ... mZ3o/edit#
- MM6 -alike interface by Vinevi

[...]

was a Facebook post i found while scrolling.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,737
Location
Perched on a tree
The development is in active stage, and today we got our first Linux builds green! https://github.com/gp-alex/world-of-might-and-magic
92646756_1564664353702056_2704872447701680128_n.png

93637782_1564664440368714_6049493910663725056_n.png

92942071_1564664613702030_832533578733584384_n.png


Many ideas to revamp this game. Bigger city layouts and maps, and interesting and more intricate traps and puzzels that one can include within caves etc, also adding more baddie dens on maps and hidden treasures.

https://github.com/gp-alex/world-of...FrQafVbyhOSCHJULWiPAXFj3iAWRzqjzxR52Ty3ovso4o

Found them on celestial heavens too, probably mixed them with the merge mod before as their mod is called MM 6/7/8 Total remake

They're at it since 2010 it seems ...

Contacts:
skype: alex.g.parshin
facebook: https://www.facebook.com/mm7engine
code: https://github.com/gp-alex/world-of-might-and-magic

Current status:WE ARE SEARCHING FOR 2D ARTISTS TO DO TEXTURING WORK
image.png


mm721.jpg




Today I would like to present my project.
For about four month now, I am working for a project on a decompilation, reconstruction, upgrading and tuning of Might and Magic 6/7/8 engine. As a base, I've taken an original MM engine (7th) and decompiled it. But the result of decompilation is very unstable, all data structures are messed, so I analyze the code, find the dependencies, correct the errors, and then rebuild it. The difference is when rebuilding, I can add any features I like, even those not supported by the engine. This is a big work, so I reconstruct and add the features one-by-one. The latest stable version includes:

* all the animations, videos, sounds and music are played from original dataset (*.vid and *.snd files) using the engine.
image.png



* Decompression and parsing of LOD files
* Loading and rendering RGB, Transparent and palette textures.
* TGA and PNG textures, data override folders
* DirectDraw4 render (DirectDraw2 support was cut due to huge amount of excess code)
* Input using DirectInput8
* Font rendering (except little issues)
* First game state (MainMenuUI) is operational:

image.png



* Second game state (PlayerCreationUI) operational.

image.png



* Loading Outdoor maps (*.odm), actors (creatures), icon/texture frame tables
* First touch to events (*.evt)

image.png


Currently working on first in-game render and parsing world management/update code:

image.png


* 12.06.2010 Minimap and in-game GUI are fixed!
image.png


* 15.07.2010 3D Render on it's way, weird colors are because palettes are not set up correctly
image.png



*
image.png



* 29.09.2010 Actors (NPCs, monsters), objetcs, dropped items and other placeables are rendered and animated. Little problems with palette colors are being solved (getting rid of the palettes actually). Interactable actors are on the way.
image.png


image.png


* 30.09.2010 Colors are finally fixed.
image.png


* Walking, colliding, jumping, falling, drowning. Inventory.
image.png


* 05.12.2011 Terrain is finally rendered, many thanks to mkienenb and his mm8leveleditor sourcecode.
First playable demo will come shortly after.
image.png




My goals here:
(1) Fully reconstruct the original engine.
(2) Update render to modern Direct3D 10 graphics maintaining back-compatibility with mm6/7/8 resources.
(3) Create a base for the community which can be enchanted by everyone willing to contribute, e.g. keep the engine open-source for programmers and provide various flexible tools for artists and modders so anyone can create his own adventures in the world of Enroth.
(4) Additionally, there are some ideas for multiplayer.

Current project status:
stage (1) ~35% completed ( 70 000 / 193 000 lines of code parsed)

Expected feedback:
* Ideas, wishes, support.
* Strongly required C/C++ programmers with basic knowledge in assembler.
* 2D artists
Last edited by Nomad on Dec 14 2016, 2:40, edited 22 times in total.
 

Shilver

Novice
Joined
Apr 30, 2020
Messages
6
I'm loving this thread, and I'm glad it keeps delivering in 2020. I started these games for the first time within the past two weeks, having no previous experience with any of the CRPG Might and Magic games. But one of my favorites is Heroes of Might and Magic II so I had to give it a shot after seeing it circulating GOG on recommendations. I've put decent chunk of time into IV and VI so far and it's tough to pull a favorite. I'm using Might and Magic VI, VII, VIII mod for reference so a lot of MM:VI party/character build quirks are cleaned up with it from what I can tell.

Reading these threads it seemed like it may be a good idea to start with III or IV so I opted to start up with IV. To be honest, I thought it was too old school for me and put it down within a few minutes (more later).

I decided to try a more modern approach with MM:VI, and it really jived with me. MM:IV is a game older than me, I didn't have the experience of trying these out in their respective times, so this version felt more akin to my Morrowind experience.

After a few solid play-throughs I got to Castle Ironfist and have my custom party locked and loaded to run through Baal temple. Combat feels great with the seamless crossplay between turn-based and action. I'm pretty suprised with how well the MM:VIII engine runs also (or maybe it's the mod, not sure?), I feel like that was a big ass deal at the time either way. The dungeons are expansive and have character vs the modern copy-paste garbage. That's not to say there isn't copy-paste elements here, it's unavoidable in the end; but you can really tell MM:VI went all out with their designs for their time. Super impressed. The overworld mechanics are fun and I like fighting giant mobs and repositioning using Bow/Spells and freezing on a favorable angle. Where MM:VI shined to me, even though it's the same "drop off in a world with a note, good luck" startup as IV, is the game just flows easier and it's easier to pickup on the subtle mechanics. With a new understand and appreciation of the mechanics I decided to hop back into IV because....really all the reviews say it's so great and there HAS to be a reason people keep saying this all these years later. Now I have a good knowledge of the base mechanics I imagined it can't be much different in previous installments.

Loading back up IV, now knowing I can also create a custom party at the Inns. I went ahead and used a SpriteEditor and imported my own custom portraits too. It's just taken off from there, I actually understood the importance of Rangers, Mages and different spells now. I cleared the starting town and the whole world is open now, I went to the Pyramid town and cleared out the sewers; which was actually a battle of wits. At one point I rested and thought my DOSBox broke as I was in a black screen and didn't realize you need to use the Light spell LOL. Things like this just don't exist in today's RPGs and I wish I could encapsulate that feeling in words. I'm finally seeing the light on why this game is such a Cult classic.The fact you can teleport anywhere right away also?? F#% yeah! I haven't been able to put it down and I can't remember the last time I was up until 4am when I need to work the next day. You really have to dig for information is my biggest gripe, but the gameplay is straightforward enough where you don't need to know all the little mechanics and part of the greatness is piecing this world together.

Looking forward to finishing these gems, and savoring the wait to play-through VI, VII, VIII with the modpack. Hopefully no major bugs there haha.
 

Zaratoth

Barely Literate
Joined
May 2, 2020
Messages
3
Location
Starting village of an RPG
Heya all, long time lurker (from XFIRE days) but finally thought of making an account.

Similar story with Shilver actually, been meaning to try M&M for more than a decade now, grew up playing Heroes (3 in my case) and have fond memories of reading articles for the RPG series. At some point I tried out some other dungeon crawlers in Dosbox, like Eye of the Beholder, and disliked it so much that I put my hopes of ever playing them in a coffin and buried them deep in the ground. However, funny twist of fate, I recently got nostalgic about many gaming related things and dug up some old articles I used to read back in the day and I said to myself "You always wanted to play those games. At least try." So I run up my already purchased copy of M&M 6 in GOG (6,7,8 were the main games I wanted to try all along. I've been dreaming of having a poster of 6's main art for 15 years at least) while hoping for the best, but bracing up for just uninstalling it the next day. Ohhhh, boy.

20 hours in, still doing dungeons, love clearing out cities before moving to the next, just exploring what new skills I can expert in each new town, what quests are available. It's pure bliss. Also, I found out 7 and 8 in a sale during the same period I started, so I grabbed them right away. Now I'm legitimately thinking of getting a boxed version of 6, just for collection purposes, but we'll see.
 

newtmonkey

Arcane
Joined
Aug 22, 2013
Messages
1,385
Location
Goblin Lair
Might & Magic: Book One (PC)
Damn this game is long lol.
I am pretty certain I started my current party just over a year ago, putting a few hours in here and there in between sessions where I get addicted and play it straight for 4-5 hours (like today).

My party has just reached level 9 and it feels like I can handle most encounters that are not extremely difficult fixed encounters. I've got most of the land explored and several leads forward, so I think the game is approaching the end. I've even stumbled upon what I think is the main story/quest.

It's hard to believe this game came out in 1986 and was largely the work of a single person. What other contemporary RPG even approaches the size and sheer amount of (quality) content of this game? Maybe Starflight, if that's considered an RPG.

The map design is just so good in M&M. Every dungeon is memorable, and even though the outside area is basically just a massive dungeon with tree and mountain graphics instead of wall graphics, it really does feel like you are exploring a massive world, complete with roads and even signs pointing you to towns. I mentioned this elsewhere, but it's simply amazing how closely the outside map matches up with the hand drawn map provided with the game... simply amazing.
 
Joined
Dec 9, 2013
Messages
231
Location
Calgary
Might & Magic: Book One & two are very long long games and mostly not for a good reason. First game having to save only at the Inn sucks, and having to deal with hunger which later on isn't a big issue at the start is.
 

octavius

Arcane
Patron
Joined
Aug 4, 2007
Messages
19,830
Location
Bjørgvin
It's hard to believe this game came out in 1986 and was largely the work of a single person. What other contemporary RPG even approaches the size and sheer amount of (quality) content of this game? Maybe Starflight, if that's considered an RPG.

Ultima IV is comparable when it comes to content, but has weaker game mechanics.

So how many Black Boxes have you found?
 

newtmonkey

Arcane
Joined
Aug 22, 2013
Messages
1,385
Location
Goblin Lair
octavius
Ultima IV is indeed a huge game, but I think the exploration suffers due to mindless combat, boring dungeons, and a mostly empty land to explore. Don't get me wrong, U4 is a masterpiece that is great in spite of its failings, but I felt U4 was more like a mystery you had to uncover by putting together clues (whether by reading the manual, studying the map, or gathering information from people in towns), compared with M&M1 which is more like an "exploration for exploration's sake" kind of game.

I haven't found any black boxes yet!

calgary.alberta
I disagree, at least with M&M1. Saving at inns is hardly a problem at low levels as you typically stay around the towns at that point, and once you are ready to really begin exploring you should have access to the Fly spell. Food is also not an issue at any point in the game as it is only needed to fully heal when resting and only becomes an issue when you are exploring a desert area.
Granted, the first few hours can be brutal, but the slow increase in power—from struggling to win any battle at all, to flying all over the world slapping down demons and dragons—is a huge part of what makes this game (and RPGs in general) so rewarding. If the save and food system annoyed you enough to stop playing, I would recommend sticking with it because they are both really only an annoyance at the very beginning of the game.
 
Last edited:
Joined
Jan 7, 2012
Messages
15,483
One thing I'm curious about is how do M&M 1/2 play with a non-standard party configuration? In other words no sorcerors, or no clerics, or most/all casters?

I kind of got the feeling that the game was designed for the starting party, with the M&M2 new classes being obvious improvements on their M&M1 counterparts. Lots of situations and encounters seemed designed to be dealt with by specific spells, or needed strong physical attacks. Is the game still decently balanced without a wide spread of classes?
 

newtmonkey

Arcane
Joined
Aug 22, 2013
Messages
1,385
Location
Goblin Lair
Might & Magic: Book One (PC)
Finished! I was a lot closer to the end than I thought. I finished exploring the last few overland areas then proceeded to complete the game. I think I ended with an average character level of 11, prior to the massive experience award you get for finishing (good for 2-3 levels per character in my case).

As I mentioned above, this game is absolutely massive, especially for 1986. I easily spent 70+ hours on this, and I didn't even do everything; I left several dungeons partially unexplored, I didn't defeat any of the super monsters depicted on the physical map that comes with the game, and I finished the quest chains for only two of the Lords. However, I've held onto my save file if I ever decide to go back and do all the stuff I missed.

Overall, I was very impressed with this game, and would easily rank it among my top 10 games of all time. The only negative thing I can even say about this game is that, in the early-mid stage of the game you end up with lots of sessions where you explore a few squares, hit an impossible encounter, reload, etc. This only lasts a short while though, as you quickly get access to spells that make exploring much easier. On top of that, the game is so nonlinear that you can always just head off in any direction if you get stuck, so it's never frustrating.

I've imported my party into M&M2 and explored the starting town, but I think I'll take a break from M&M for now and and go back to Demon's Winter and Dragon Wars.
 

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