Are your characters black?
Or wearing MAGA hats?
Are your characters black?
This.is.great.I expect quite a lot of hate for this ('tis Codex after all :D) but recently I've found a tool which changed my experience of playing M&M1 from tedious to quite fabulous.
The tool I'm talking about is called Where We Are, is free and can be downloaded from here.
It calls itself "An automapping retrofit for Might and Magic 1-5" but it's a lot more than that. Basically it's kind of a framework for playing M&M series. It manages mapping, taking notes, displaying various helpers (e.g. shop inventory, spell list, party quick reference, item list etc.) and basically keeps track of everything that happens in game so you don't have to do it.
It also is fully customizable and allows to tweak all these settings to your heart's desire.
Cherry on top is the fact that WWA integrates beautifully with DOSbox (vanilla or daum).
Here are several screenshots from one of my sessions, showing various options and screens. And yes, I named my robber Bilbo. Bite me.
In town:
Overworld:
Encounter:
Cleric spellcasting:
Wizard spellcasting:
Options:
MM2
I do not understand. This Nordon guy
Yes. But after solving his sister's quest Nordon is complaining again about his stolen goblet. That bastard goblins!MM2
I do not understand. This Nordon guy
Have you met his sister?
But the puree of gnome was an incredible meal!
MM1 doesn't really "end", you can save your characters in an inn at any time and import them into MM2. The sequence of events is meant to be: rescue Alamar, confront Sheltem, get out of Soul Maze, find Inner Sanctum, take Gates to Another World. You can't do some without the previous one (eg you can't confront Sheltem before rescuing Alamar), and you won't get the "endgame" message at the Gates if you haven't found the Inner Sanctum first, but none of this affects your ability to import.Also I could have found the Inner Sanctum before recuing the King, It was mandatory to finish the game?
MM1 doesn't really "end", you can save your characters in an inn at any time and import them into MM2. The sequence of events is meant to be: rescue Alamar, confront Sheltem, get out of Soul Maze, find Inner Sanctum, take Gates to Another World. You can't do some without the previous one (eg you can't confront Sheltem before rescuing Alamar), and you won't get the "endgame" message at the Gates if you haven't found the Inner Sanctum first, but none of this affects your ability to import.Also I could have found the Inner Sanctum before recuing the King, It was mandatory to finish the game?
I thought Alamar gives you something you need for the Astral Plane, but when I thought about it some more I don't think that's the case. But I think you do need to free him before you're allowed into the Astral Plane.
This got me curious and so I looked at the script dump. You can get in at any time. You can even get into the Inner Sanctum if you have the keycard and have activated all the projectors, but if you haven't deal with Sheltem then the guardian (I always assumed the man in the white coat was the Guardian of VARN) will tell you to "return after defeating the imposter". Only after doing so will you get the message to send your score to NWC and to "report to the Gates to Another World", which is the game's "ending".I reached the astral place even before, using the diamond key, that's why I wondered if I could.
Good old times when I rather played with a naked party. Constant repairing got on my nerves.That mod looks really, really good. World of Xeen is good enough, but that is an impressive list of fixes. Also, my biggest pet peeve has been at least improved:
Equipped armor breaks when a character is knocked below -80 HP (before this threshold was -10 HP).