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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

DaveO

Erudite
Joined
May 30, 2007
Messages
1,258
People think it would be pretty easy to make some M&M game-related site, but MMX proved that it was the last iteration of the series. With no new M&M material until who knows when(if ever), it's up to modders to make the changes and design M&M as they see fit while still being M&M.
 

UndeadHalfOrc

Educated
Joined
Nov 5, 2023
Messages
117
Still waiting for someone to dissect MM2.

I just might wanna do that after I'm done toying around with the data files of MM4/5... I wanna know precisely how Archers' hidden damage bonus work, and a few other things.
The PC version of MM2 is surprisingly relatively bug free.
 

Morpheus Kitami

Liturgist
Joined
May 14, 2020
Messages
2,697
>start might and magic 7

>immediately die to dragonflies outside the first town

Help I have no ideas what to do

Does the game tutorialize nothing?
The thing to know about MM, and in general any game from that era and earlier, is that running away is not a cowardly action, it's often the only way you'll survive the early game. Do not be afraid to pick them off one by one, backing up as you aggro them individually.
 

TheDeveloperDude

MagicScreen Games
Developer
Joined
Jan 9, 2012
Messages
610
I began an M&M6 MAW True Nightmare playthrough. Seraphim-Rogue-Cleric-Necromancer party. Looks hard in the beginning. (Sorry for the bad video quality - OSB has some problems with this game)
 

octavius

Arcane
Patron
Joined
Aug 4, 2007
Messages
19,685
Location
Bjørgvin
The thing to know about MM, and in general any game from that era and earlier, is that running away is not a cowardly action, it's often the only way you'll survive the early game. Do not be afraid to pick them off one by one, backing up as you aggro them individually.
The expression "running away" is problematic...I prefer "tactical regrouping" myself.
 
Joined
Jan 7, 2012
Messages
15,254
I definitely remember explosive arrows having a rather big AoE and killing the party when I used them. But I don't recall finding one of those bows in M&M6, only 7 and 8.
 

Kabas

Arcane
Patron
Joined
Feb 10, 2018
Messages
1,721
A bro of mine released his MM7 mod recently.


Tried this mod.
mm7Vjg4y9fEcH.jpg

It is indeed pretty, the town is especially a joy to explore.
My main gripe and the reason why i couldn't get that far into MM6-8 is the sheer amount of busywork you end up doing while outside the dungeons like searching for the right skill master or that one shop that buys your specific junk so i appreciate that the majority of skill trainers/shops here tend to congregate in a single place. Still can't find the sword trainer though.
Dungeons are pretty too with lots of neat visual details and some occasional secret.
mm7u1Ud32nR6c.jpg

Currently exploring the Apple cave/mine.
 
Joined
Jan 7, 2012
Messages
15,254
My main gripe and the reason why i couldn't get that far into MM6-8 is the sheer amount of busywork you end up doing while outside the dungeons like searching for the right skill master or that one shop that buys your specific junk so i appreciate that the majority of skill trainers/shops here tend to congregate in a single place
Aye, I feel like that's 2/3rds of the gametime in MM7/8. In 6 its not too bad because no grandmaster level and Golden Touch can handle most of your item selling eventually. Really don't know why they removed that in later games, I guess because it would give a significant quality of life advantage to one of the mutually exclusive paths in 7?
 

UndeadHalfOrc

Educated
Joined
Nov 5, 2023
Messages
117
Has anyone ever attempted a single class challenge in MM3-4-5 ?
Or close to it, like 5 archers and 1 cleric seems interesting. Trying to kill everything with bows as much as possible, abusing jump/teleport/lloyds and guerilla tactics
(Cleric mostly there to provide Holy Bonus and Heroism)
Or 5 sorcerers and 1 cleric, but with attack spells
Or 5 barbarians and 1 druid (using items to cast Teleport only when it's mandatory to advance the quest)
 

UndeadHalfOrc

Educated
Joined
Nov 5, 2023
Messages
117
I generally agree with you, octavius;
In the Final Fantasy Tactics message board on gamefaqs when it was really active, they pushed this to an extreme, to the point of judging a class solely by its effectiveness when you use nothing but.
"Knights suck because they suck in SCCC!" (single class character challenge)

But I am still interested in the result in MM3-4-5 from a pure theory and testing perpective.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,737
Location
Perched on a tree
I generally agree with you, octavius;
In the Final Fantasy Tactics message board on gamefaqs when it was really active, they pushed this to an extreme, to the point of judging a class solely by its effectiveness when you use nothing but.
"Knights suck because they suck in SCCC!" (single class character challenge)

But I am still interested in the result in MM3-4-5 from a pure theory and testing perpective.

Hybrid classes probably work better but I usually don't have any redundancy in my parties, well sometimes when there isn't enough classes like in KotC 1.
In M&M 3, even with a full party of 8, you can get one of each and it's way more entertaining than a party of clones.
Best ones are Barbarian and wizard otherwise, barbarian for the extra attacks and the wizard for high level offensive spells.
 

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