As someone who absolutely loves the classical music feel of the snes version, that is an abomination in my eyes.
Any plans for the wells? Plenty of those are egregiously overpowered, and seem to have had their numbers chosen because they're nice and even, rather than actually making any sense for where they are or their effect on the game as a whole.I'm currently working on a C++ balance semi-patch/utility that halves the effectiveness of Holy Bonus, Heroism & Bless for MM3, MM4-5 and Swords of Xeen.
Spellpower = (level / 2) + 4 instead of Spellpower = level. The +4 is to not punish low level parties too much.
I might just decide the copy the entire source code in here, so get your visual studio in order
True. Lord Alamar's quest still bugs me to this day as one of the most elegant example of how to handle narration via gameplay. This and the etched clues, the villain name reveal. JVC's very first game was already phenomenal.Might & Magic: Book One is one the greatest games ever made.
All you need is a mapping tool for the older ones. Otherwise, grid paper works fine.any recommended mods for modern QoL?
And what do you enjoy? JVC was one of the few people who could reinvent the series with each entry. The Secret of the Inner Sanctum had maybe the best low-level adventure of any game, grueling combat, and is one of the few games with properly implemented randomized itemization; Gates to Another World had quite insane humor; Isles of Terra had the best puzzles; World of Xeen was the prettiest and the most polished one; Mandate of Heaven had the best dungeons and the most open world (in 3D); and For Blood & Honor was the most linear and coherent of them all, with some choices having dramatic consequences.Since i've never really played a blobber before, where do I start?
All games are playable without mods. Some tool for mapping might come in handy in the first four, especially the first two (I managed to play through Isles of Terra without a mapper; it might be possible in Gates too, since you are given a rudimentary map of each area).any recommended mods for modern QoL?
M&M9 is woefully incomplete, rushed out the door before it even reached alpha state. I'm sure there are mods to try and make it playable/enjoyable. World of Xeen is the best place to start.i picked up Might and Magic 1 through 9 courtesy of GoG. Since i've never really played a blobber before, where do I start? any recommended mods for modern QoL?
1-2 are more Wizardry styled than the real-time/turn-based blobbers with combat taking place entirely in the game world.i picked up Might and Magic 1 through 9 courtesy of GoG. Since i've never really played a blobber before, where do I start? any recommended mods for modern QoL?
Hmmm. So should I start with 8 for my full real-time play? I would try to play without turn-based mode again.6 is the hardest, and has some very tricky dungeons, 7 is middle of the pack, you need to kite enemies early on, and 8 is the easiest, and that's even without exploiting certain mechanics in the game.
Better stick to playing chronologically and finishing 6*. 7 and 8 add some quality of life improvements, so starting from 8 would make going back to 6 somewhat jarring. I never encountered the total pitch blackness in town, so can't help you there.Hmmm. So should I start with 8 for my full real-time play? I would try to play without turn-based mode again.6 is the hardest, and has some very tricky dungeons, 7 is middle of the pack, you need to kite enemies early on, and 8 is the easiest, and that's even without exploiting certain mechanics in the game.
When I first played 6 then in New Sorpigal it got dark on me in the town. And it was pitch black. I remember this because it was surprising.
But now I play again 6 and there is a light circle around the party. I have no Torchlight. And I can see the environment vaguely.
Why is this?
LOL, this real-time only play is somewhat crazy and fun. But it is maddening as well, because of the recovery times. I am smashing Attack/Shoot buttons like crazy and nothing happens.