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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

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,420
Location
Frostfell
I don't wanna fire specialized wizards burning fire elementals Dark Schneider style. Mainly because M&M 6 is very generous with damage types. For example, if you mastered air magic, you can deal lightning damage with lightning bolt or physical damage with implosion. Water magic has cold, poison and physical damaging spells. Dark, physical and poison. Removing insta death from enemies is another thing that I din't liked. Monsters mindless charging towards you, I also din't liked.

I really wanna a mod which allows you to play M&M VI with inhuman races. Preferentially M&M 8 races but not "races as classes". Where I can find M&M 6 mods?

The MMMerge mod is there for you.
Merge uses MM8's spell system. Restrictions on spell damage type. Could be mitigated by editing spells.txt.
Merge uses mostly MM7's skill system. Restrictions on spells learnable. Could be mitigated by editing Data/Tables/SpellsLearning.txt in Revamp.
Together these systems give you spells that have no defined behavior for lower skill masteries (usually it turns into usage of first available mastery parameters). Requires one to patch mm8.exe to mitigate.

So I can play with a vampire and use spells like M&M VI. Amazing.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,737
Location
Perched on a tree
Did you mean David Hernandez (DaveHer) Enhanced version or am I missing something?

I just checked and yes, that's the one. (Nexus link)
Also :

Enhancements done by GrayFace.
GrayFace Wrote: Here are files for MM6 version of TCCR. Includes reworked
sprites and fixed maps. I've removed all extra monsters that resulted from the export trick that you used, fixed some textures and their alignment

An I'm done with the Mandate of Heaven for now...

M-M-6-chiyolate-mod-end.png


29/39 Dungeons cleared
10/12 Promotion quests.
A bit of Supreme Titans farming to get some Artifacts because treasure chests were not very generous.

Picked Learning 10 early, then 15/20 and Master + 15% xp bonus follower which was not really necessary here, bad habits, a banker was more appropriate, switched them by mid-game and used a pathfinder as well because i hate wasting time on maps crossings.

First time I max out some skills at 60, I didn't even know about the limit.
 
Last edited:
Joined
Oct 1, 2018
Messages
2,323
Location
Illinois
:bioware:

I'm here to report I've been playing MM6 the last week or so too. Was sort of a roundabout way of getting here since the germ of it came from playing the old Final Fantasy games for the first time, mentioning how they were giving me pleasing MM-like vibes in that most of them gave 0 shits about story and were just worlds you stomp around mowing down and having fun with and aren't particularly difficult or brain-burny, then as I was taking a break after beating FF4 I got the urge to play Deus Ex with the Revision mod for the first time and enjoyed it which had me in the mood to fall down a nostalgia-hole, and even though I was considering Xeen since it's the best I realized I'd never really fucked around with Grayface patches so I started up Mandate of Heaven with it and I've been having a fantastic time. The double speed's nice for making walking around less of a chore (At least one point where it gets more up to speed with 3-4-5 in that you can tear around really fast when shit's cleared) and somehow MM6 has been a perfect multitasking game. Running it windowed with the patch means I'll fuck around in a dungeon, shitpost, talk to buds, then go back to fuck around again seamlessly. Just been a beautiful way to spend my evenings to the point where I've been ignoring most other games in favor of more loafing around with MM6.

In fact just to counteract some vgh sovl brofist harvesting I'll say I reinstalled Arcanum too after Deus Ex and found that dramatically worse than I remembered. Arcanum's always been "Cool world, cool writing, awful to play" in my memory but the writing wasn't even as good as I'd remembered. Drog's patch made it somewhat less miserable to play but it was rough. Especially after fully replaying Deus Ex and sinking a week so far into MM6 and having a great time with both of them while I got around 6 hours into Arcanum and I'm probably gonna call it quits.

Anyway, god bless Might and Magic for being so relaxing. And to tie this back around to Final Fantasy which is how I ended up back here to begin with, I wasn't just being crazy and I can absolutely see how they were inspiring similar feelings in me. I'm still preferring the MM version of things to FF (MM's sillier, has a bit more depth while still maintaining that smooth feeling, has a bit more exciting exploration. By and large MM just does everything in a bit better way) but they both fit that slot of "Enjoyable light RPG where I can sit down in the evening and don't have to think too much". Which sounds like something that should be easy to find, but maintaining ease of play while still being entertaining is a fine line to tread. For as much as I liked MM10 it just isn't fun in the same way.
 

Tweed

Professional Kobold
Patron
Joined
Sep 27, 2018
Messages
3,076
Location
harsh circumstances
Pathfinder: Wrath
MM6 is comfy as fuck and something about the janky aesthetics only make it even better. Plus there's loads of replay value in trying odd class combos.

The only real problem with MM6 is...
Castle Darkmoor
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,608
Location
Bulgaria
Remove your buffs, drive you insane, and generally act annoying. My method for clearing Darkmoor is to nuke the place with inferno over and over.
I just go in and shoot everything down lol buffz are for cuckz. Just smash some liches and have fun. I normally do it one in game day or maybe two. Just use the loyd's beacon and teleport to new sorpigal to get healed in the temple,then go back and continue cleansing. It is pretty easy dungeon,the pyramid is more annoying.
 
Joined
Oct 1, 2018
Messages
2,323
Location
Illinois
:what:

Normally wouldn't be bean-counting the impact of buffs, but I was wrapping up an evening gaming and I knocked out both master light and master dark magic so I figured I'd shut down for the night by checking the impact of the buff. Now I'm puzzled.
If my cleric casts bless, the party gets +17 to-hit which is correct for master spirit magic casting bless (5 + the skill in spirit magic, which is 12) which is fine and dandy. But then I cast my newly learned hour of power which casts multiple buffs (Including bless) at a value based on my light magic skill, which is currently master-level and 12 points. Light-master casting hour of power says all spells are cast at 4 times skill, so theoretically should be 48 which should mean everyone getting a +53 to hit since it's 5 + skill but the end result is... +17 to hit. At first I thought it was just not overriding an existing bless so I reloaded to make sure I was casting it without bless already running and get the same result. The same's true of all the spells cast during hour of power, such as heroism.

Even weirder, that made me check day of the gods for another light magic mass-buff. Easiest test I've got of that is for lucky day, another case of light and spirit magic being at 12-master so everything's on an even playing field. Cleric has 30 luck naturally, lucky day at master adds 10 +3 per point of skill, and after casting it the cleric's luck goes to 76 (46 point gain, as it should be). Casting day of the gods which includes lucky day in it and has the same master-tier tooltip of all the buffs being cast at 4 times light skill puts my cleric at... 88 luck. So more than lucky day (Which means it's acting differently than hour of power even though it shouldn't be) but not as much as the tooltip claims it should be doing. Even if the lucky day cast by day of the gods counts as normal-skill rather than expert or master (Which reduces the gain from skill) it would be 10 +2 point of skill, which if I'm casting at an effective skill of 48 I should still be getting 106 points of luck for a total luck of 136.

Another oddity, day of protection for dark magic DOES function as the tooltips state. My cleric has 0 elemental resists and as soon as day of protection is cast, they're at 48.

In the grand scheme of things it doesn't really matter but I was curious if it's just the tooltips being fucked and I never knew or if I'm being retarded and missing something. Mainly I just want those buffs for the convenience of faster buffing but it still surprised me when that shit isn't working as good as it says it should. Especially since the dark magic buff IS working like it says it should (Again, assuming casting the buffs at normal-tier which seems reasonable for this bullshit and would agree with the 48 to elemental resists). Please enjoy this image of a dead woman after reading this ranting about buffs being bullshit.

FhdB1FG.jpg
 

Lonely Vazdru

Pimp my Title
Joined
Jan 10, 2007
Messages
6,718
Location
Agen
Light-master casting hour of power says all spells are cast at 4 times skill, so theoretically should be 48 which should mean everyone getting a +53 to hit since it's 5 + skill but the end result is... +17 to hit. At first I thought it was just not overriding an existing bless so I reloaded to make sure I was casting it without bless already running and get the same result. The same's true of all the spells cast during hour of power, such as heroism.

Maybe it's just spell duration that's multiplied by 4 ?
 
Joined
Oct 1, 2018
Messages
2,323
Location
Illinois
Maybe it's just spell duration that's multiplied by 4 ?
I wouldn't think so in large part due to day of protection giving +48 to resists. It also, apparently, isn't based on the character's regular skill in the spells since when the cleric casts hour of power she's got 0 earth magic skill and stone skin is giving +17 AC and stone skin gives 5 +1 per point of skill, so it's functioning as though cast at 12 skill. As far as I can tell it's just fucked up tooltips, unfortunately I haven't got a save from before I got light mastery so I can't compare to see if untrained or expert were giving the same baseline buff as this. Fortunately, I did have enough XP for a couple levels so after a trip to the trainer I could bump my light magic skill to 13 to see what that does to the buffs, and it... Is adding +4. Luck was 88 after casting day of the gods at 12 light magic, and it's 92 at 13 light magic. Hour of power's bless effect is only gaining +1 to hit from that skill point though. I need to stop looking at these goddamn numbers I'm going to drive myself crazy.

Did a little more Googling now since I only did the scantest searching last night and kicked up someone else mystified about it on GoG at least. Doesn't look like anyone's got a clear answer, it's just the light/dark mass buff spells are fucky and don't work like they say.
https://af.gog.com/forum/might_and_magic_series/mm_6_hour_powerday_of_the_gods_wording?as=1649904300
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,737
Location
Perched on a tree
I wouldn't think so in large part due to day of protection giving +48 to resists. It also, apparently, isn't based on the character's regular skill in the spells since when the cleric casts hour of power she's got 0 earth magic skill and stone skin is giving +17 AC and stone skin gives 5 +1 per point of skill, so it's functioning as though cast at 12 skill. As far as I can tell it's just fucked up tooltips, unfortunately I haven't got a save from before I got light mastery so I can't compare to see if untrained or expert were giving the same baseline buff as this. Fortunately, I did have enough XP for a couple levels so after a trip to the trainer I could bump my light magic skill to 13 to see what that does to the buffs, and it... Is adding +4. Luck was 88 after casting day of the gods at 12 light magic, and it's 92 at 13 light magic. Hour of power's bless effect is only gaining +1 to hit from that skill point though. I need to stop looking at these goddamn numbers I'm going to drive myself crazy.

Did a little more Googling now since I only did the scantest searching last night and kicked up someone else mystified about it on GoG at least. Doesn't look like anyone's got a clear answer, it's just the light/dark mass buff spells are fucky and don't work like they say.
https://af.gog.com/forum/might_and_magic_series/mm_6_hour_powerday_of_the_gods_wording?as=1649904300

Are you even using Grayface patch?
I know for sure day of the gods works fine and also haste from hour of power scales accordingly but I'm not sure about heroism bonus.
But I seriously doubt Grayface didn't fix it if it didn't work correctly.
 
Joined
Oct 1, 2018
Messages
2,323
Location
Illinois
Are you even using Grayface patch?
I know for sure day of the gods works fine and also haste from hour of power scales accordingly but I'm not sure about heroism bonus.
But I seriously doubt Grayface didn't fix it if it didn't work correctly.
Yep, I am. Unless somehow everything like mouselook and running the game windowed and having quicksave got patched in but game changes didn't.
 
Joined
Oct 1, 2018
Messages
2,323
Location
Illinois
Are you Master in light magic?
Yep, that's what made me start looking at it since I figured they should be all super-charged. Just looks like it must work differently for different spells within the mass buffs 'cause I get quad-skill on some but not others.
 

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