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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

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
15,974
Next we'll see the MM1-2 mod and the 3-Swords mod, even if it makes no sense. (In the case of 3-swords of Xeen). You were super neutered from 1 to 2 if you transferred and some systems you couldn't like NES to SNES.

I'd hate to think of a 1-10 new design. "Play from the beginning....and become GODS of boredom as nothing stands in your path."

Some of those MM2 battles are crazy.
 

Sreggin Etah I

Arbiter
Joined
Jun 24, 2019
Messages
699
World of Xeen merged two games into one and it fitted.

I haven't played World of Xeen, so i can't comment. But i did heard that playing both games as one makes the other half extremely easy, even more than already it is. Besides Darkside of Xeen was developed to be played with Clouds of Xeen, it was not a fan made mod merging two games.

Broken game mechanic, It should be fixed.

It does not need any fix, it makes using others spell more worthwhile in late game, while in MM7 and MM8 i was just spamming shrapnel. Again, nothing wrong with just spamming shrapnel instead of Sparks or Poison Spray but it made MM6 and MM7/8 late game different, where in Merge i would just spam attack button for the next two 40+ hours campaigns.
 

Butter

Arcane
Patron
Joined
Oct 1, 2018
Messages
8,833
Darkside of Xeen is designed for a much higher level party than Clouds. Most of it is unreasonably difficult if you're only partway through Clouds. You can get some bonus experience in the area around the starting town, but it's not a big deal. You might as well just focus on Clouds until you finish it and then go to Darkside.
 

Sreggin Etah I

Arbiter
Joined
Jun 24, 2019
Messages
699
Last thing, MM6 Merge making Dark Magic not shit would make Darkmoor super easy, you now have inifinite spell points with the alchemy skill, just spam Dragon Breath on the flying beholders like a motherfucker, decline.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,738
Location
Perched on a tree
Darkside of Xeen is designed for a much higher level party than Clouds. Most of it is unreasonably difficult if you're only partway through Clouds. You can get some bonus experience in the area around the starting town, but it's not a big deal. You might as well just focus on Clouds until you finish it and then go to Darkside.

Which is boring, you merge two games but you're only doing them one after the other.
And if you go to Darkside to break the routine, you just break Clouds' challenge.

It was a good idea, unfortunately, instead of reworking xp gains and enemies to make it work, they just put some portals to travel between both games.
WoX is overrated and too long for its own good.

Isles of Terra is what monocled gamers play instead.
 

Ryzer

Arcane
Joined
May 1, 2020
Messages
8,238
Last thing, MM6 Merge making Dark Magic not shit would make Darkmoor super easy, you now have inifinite spell points with the alchemy skill, just spam Dragon Breath on the flying beholders like a motherfucker, decline.
If you go down that path, there are many ways to break the game in vanilla like the overpowered+20 permanent bonus you can easily access right from the get go.
 

Sreggin Etah I

Arbiter
Joined
Jun 24, 2019
Messages
699
Last thing, MM6 Merge making Dark Magic not shit would make Darkmoor super easy, you now have inifinite spell points with the alchemy skill, just spam Dragon Breath on the flying beholders like a motherfucker, decline.
If you go down that path, there are many ways to break the game in vanilla like the overpowered+20 permanent bonus you can easily access right from the get go.
You're talking about the black potions ? +20 stats is not a lot, sure makes early game easier, but if you have 30 might and gain 20 might from potion, at best you gain +3 extra attack damage. In Might and Magic 6, 7 and 8 the more stats you have the less they give you, so if you have 5 might and equip a ring with +10 might you gain more attack than if you have 50 might and equip a +25 might ring, and late game basic stats equipment are useless because of Day of the Gods and Hour of Power, with the exception of Beholders who can dispel your buffs. So in the Merge mod you're breaking the best part of the game.

Besides in your example i would just make the early game easier not break the entire three campaigns. The fact that you can make any potion you want from the start in MM6, it's already a good reason to play vanilla.
 
Last edited:

Ryzer

Arcane
Joined
May 1, 2020
Messages
8,238
I was referencing to an easter egg you can access from the beginning. Nevermind, it should be kept as a secret, so that nobody uses it early-on as it breaks everything.
I get your point now and you are right.
 

Sreggin Etah I

Arbiter
Joined
Jun 24, 2019
Messages
699
I know about the easter egg, but it is what it is, an easter egg. I never used it because i think it makes the game pointless.
 

Mary Sue Leigh

Erudite
Joined
Aug 31, 2012
Messages
415
Location
Mysidia
Castle Darkmoor can eff right off with the feeblemind and dispell spamming contestantly through the walls. This is where I always ragequit whenever I want to replay MM6.
 

Mary Sue Leigh

Erudite
Joined
Aug 31, 2012
Messages
415
Location
Mysidia
Not sure if there's a better thread but recently I compared again MM6 soundtrack to those in 7 through 9 and I wondered, does anyone know why it gets so much worse?
6 has pretty elaborate and with a wide range, peaceful, scary, threatening, or with a booming monks chorus. And most importantly, a lot of ambient sounds are actually baked into it, like chirping birds in Ironfist, howling winds in maps such as frozen highlands, and dripping water in many dungeons.
Parts after that just have some weird new age meditation music with no effects. Day of Destroyer is probably the worst, just try the track that plays for dragon cave and murmur woods.
However the composers seem to have been mainly the same for the games 6 - 9 and I can't understand the perceived stylistic change after 6.
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
14,055
I actually think 7 & 8 have some good tracks. The wastelands track (dwarf/ghost place?) from 7 is top tier. 8 is a lot spottier admittedly.

I think 6 & 7 really aren't that different, and while I like 6 too, it's not like it lacks chill tracks... most of them are very laid back, it's only a few dungeon tracks that are all that different.
 

Mary Sue Leigh

Erudite
Joined
Aug 31, 2012
Messages
415
Location
Mysidia
Admittedly I don't remember a lot from VII any more except stuff like evernmorn isles and tulerean forest (or was that in 8, too?) In VIII what plays in Ironsand/Ravage Roaming was short but catchy and I didn't mind it.
As for IX I no longer am sure if there was any music at all..
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
14,055


This is the one I was thinking of

I think you may be onto something with some of the 6 tracks being more "ambient" in terms of having sound effects... but that was also kind of just a style they went for in some HOMNM tracks too, I doubt it was meant to be a replacement for ambient audio.
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
15,974
I was always fond of HOMM 1 OST because I dig the harphsichord.




But during play who stays in town for thecwhole tune unless you're taking a break/afk?
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,738
Location
Perched on a tree
I actually think 7 & 8 have some good tracks. The wastelands track (dwarf/ghost place?) from 7 is top tier. 8 is a lot spottier admittedly.

I think 6 & 7 really aren't that different, and while I like 6 too, it's not like it lacks chill tracks... most of them are very laid back, it's only a few dungeon tracks that are all that different.
Admittedly I don't remember a lot from VII any more except stuff like evernmorn isles and tulerean forest (or was that in 8, too?) In VIII what plays in Ironsand/Ravage Roaming was short but catchy and I didn't mind it.
As for IX I no longer am sure if there was any music at all..

I never noticed any drop in quality as far as music go but you can clearly hear the sound effects improvements made from 6 to 8 and obviously from previous games as well.

I noticed it while playing the merge mod at first and confirmed it later, arrows sounds in 8, for example sound way better than in 6.
 
Last edited:

Morpheus Kitami

Liturgist
Joined
May 14, 2020
Messages
2,713
You know, I can't remember the music in 7 & 8, not because they're necessarily bad, but I don't think it ever played for me. Is that a known issue, or is that just me?
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
I think there was such issue on Win Xp. Replayed VII recently on modern system with fan patch no problems.

VI does have stronger ost as well though.

I found replayn VII surprisingly fun btw, but I imposed some very important limitations on myself, primarely: clear locations in order supposed by the game, no rushing anything, no save scumming of any kind ever, level skills mostly equally, no flight, and I played Dark melee party with weaker classes (ranger, rogue, druid, with priest being strongest).
One thing I forgot to do is to check if Master Dagger multiplies Heroism bonus, since I larped elf rogue with swords, as I heard somewhere it does and that would change rogue.
It really is hilarious how shafted some classes in promotions are depending on side you take.
I did reach 30 recovery on axes with Ranger kinda easily tbh, 2+ days potions with Clankers also solve some problems if you don't mind micromanagement. Although I think Elf Ranger with early Bow and later just 2 handed Spear would be less suffer.

As always I missed fucking horn of friendship quest. :dealwithit:
 

Mary Sue Leigh

Erudite
Joined
Aug 31, 2012
Messages
415
Location
Mysidia
VI seems more in line with HOMM2 soundtrack and what came after is more Heroes 3. I would not call any of them bad but I do think there's a noticeable change in style. It kinda becomes more weird and whimsical if that makes sense.
 

Rincewind

Magister
Patron
Joined
Feb 8, 2020
Messages
2,774
Location
down under
Codex+ Now Streaming!
Not sure if there's a better thread but recently I compared again MM6 soundtrack to those in 7 through 9 and I wondered, does anyone know why it gets so much worse?
6 has pretty elaborate and with a wide range, peaceful, scary, threatening, or with a booming monks chorus. And most importantly, a lot of ambient sounds are actually baked into it, like chirping birds in Ironfist, howling winds in maps such as frozen highlands, and dripping water in many dungeons.
Parts after that just have some weird new age meditation music with no effects. Day of Destroyer is probably the worst, just try the track that plays for dragon cave and murmur woods.
However the composers seem to have been mainly the same for the games 6 - 9 and I can't understand the perceived stylistic change after 6.
Times change? Tastes change? People change? Art direction from game to game changes?
 

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