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Might and Magic Might & Magic X Pre-Release Thread

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Player-designed dungeon art update: https://mightandmagicx-legacy.ubi.com/opendev/blog/post/view/51d45a06e754b64b69000002


Centuries ago, a great civilization appeared on the shores of the Jade Ocean: the Shantiri Empire, that is the Ashan equivalent of Atlantis. The Shantiris were a gathering of various Elder Races, mostly Humans, Dwarves, Nagas and Elves. They spread across the face of the world, building titanic cities and temples.

Then came the Elder Wars. Angels and Faceless, children of Light and Darkness respectively, consumed their hatred in a genocidal war. In a single night, most inhabitants of the Shantiri Empire vanished and their magnificent cities were cast down.

Now, the Agyn Peninsula harbours many Shantiri ruins, attracting all kinds of treasure-hunters and lore-keepers who hope to unlock their secrets, while ignoring the persistant rumours claiming the ruins are haunted – or worse…

The Shantiri dungeon tileset is inspired by the antique Mediterranean civilizations (Greece, Rome, Egypt). It will be used for Shantiri themed dungeons, but could also be used to build a home for a Wizard or Necromancer.
 

IDtenT

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Divinity: Original Sin
twofoldsilence said:
I never used hirelings in past Might & Magics, but I think I'll give it a try this time around. I really like the mule idea, because I pickup everything I find to sell later. Even useless things like plates and cups. Also, if possible, trained animals like mice or birds that can slip through tiny holes or fly across pits to press buttons and such would be cool too.
Project Eternity is a TES clone. Confirmed.
 

Morphi

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Jul 3, 2013
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128
In the video we see the layout for the first town. Sorpigal sounds familiar :D
 

Ovg

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WTF!! :lol:
tumblr_mp09k3ceXl1spjgmro1_500.jpg

Hot/10


Will we get some good old diamond golems this time around?

And props for adding an editor.
 

Morphi

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Joined
Jul 3, 2013
Messages
128
a (german) video interview with the Limbic CEO.
Hehe, training halls are back, the VIP Fans were too furious about them :D

http://www.buffed.de/Might-und-Magi...lenspiel-Reboot-im-Video-vorgestellt-1077157/


I take it you are also a VIP fan?

Any other insights from that video?

No I am not. Just a fan. I read about the video at http://www.mightandmagicworld.de forum.
The CEO himself says that they "learned" that they were wrong :D The VIPs wanted to spend money for levelups/mastering skills to have a money sink/exploration, so they changed that streamlined aspect.
He also talks about:
- they changed "all attack at range" to "individual attacks" because of feedback after PAX east ( we already knew that,[ My hope is, that you can still use an "all attack button", I love the fast gameplay of MM, just IMHO he doesn't say that ] )
- about 30- 40 VIP fans
- he praises these 2 french guys for their lore knowledge: Erwan Le Breton(sp?) and this guy http://www.celestialheavens.com/forums/viewtopic.php?p=344725#344725
- you don't need to know HoMM 6 to enjoy it, same world( but kinda isolated area), some references.
-praises World of Xeen and MM6
 

Morphi

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Joined
Jul 3, 2013
Messages
128
Hehe, training halls are back, the VIP Fans were too furious about them :D

Thank fuck for that! Now they just need spaceships and laserguns.

I would love that, this guy is our best chance: http://www.celestialheavens.com/forums/viewtopic.php?p=344655#344655
In any case, while MMXL is set on Ashan, and you won't wield blasters or go into spaceships, I did my best to put as many ties and references to the old universe as was possible. Some are subtle, some are quite direct, but they're definitely in there

BTW: at runtime 14.30 in the video you can see the training center on their map plan....
 

narupley

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Joined
Apr 12, 2013
Messages
102
New blog post on the open development site addressing specific issues / concerns that people have brought up: https://mightandmagicx-legacy.ubi.com/opendev/blog/post/view/51dc2a63888ef64b39000003

At first this blog was kind of lame, but I really have to hand it to them. Providing detailed information like this really makes it feel like a "by fans, for fans" project.

World Map
  • Some players fear that there might be a generic, repetitive world map, since previews show only green and brown areas.

    Julien (Marzhin93): “Although it is true that the story and therefore the environment in which MMX is placed is not a whole world like there was in MM1-5, we'll still have different environments like plains, barren lands, forests, jungles, mountains etc. We’ll just not have so drastic climate changes like an ice field being located near a desert. The peninsula explored in MMX is more "realistic" in that regard.”

    Stephan (LE-Stephan): “I believe that there is not such a huge difference when comparing the size of the MMX world map with the one from Clouds of Xeen.”

    Thomas (LE-Thomas): “True, the grid size (x*y) of the world from MMX is actually a little larger.”
Health Bars
  • Health bars that hover above enemies' heads can destroy immersion, at least for some gamers. That's why some people hope that in MMX they will be optional.

    Marcus (LE-Marcus): “We understand that and although we're focusing on the game play right now, we will try to add as many features of that kind as we can within the time frame.”

    Thomas (LE-Thomas): “Yes, i.e. toggling on/off health bars is on our list and depending on time/priorities, it might also make it into the game.”
Speed Of Movement
  • Some players have asked for a way to speed up the party's movement, for example by pressing the forward key repeatedly.

    Julien (Marzhin93): “Having ways to speed up movement would be a real plus. One idea I suggested was "running" if the player moves forward and there are no obstacles. There are certainly other ways.”

    Stephan (LE-Stephan): “Definitely. In our development version of the game, you are actually already able to keep “w” pressed down, which queues your movement forward and which makes you move a little faster already. However true, that there would be additional ways to improve the walking experience even further.”

    Anna (LE-Larissa): “I’ll talk about that with Thomas (LE-Thomas), let’s see if there is enough time in the schedule to consider these ideas for further improvement.”
Other Settings


Julien (Marzhin93) and Marcus (LE-Marcus): We definitely have other settings in mind, too: To have a way for players to see the name of a building before walking in it, for example. However not everything / all settings are 100% defined yet as we are currently still focusing on the actual game content.

Maybe the readers from the blog can let us know what they’d like. Let’s also chat about it on IRC tomorrow!


Are Towns Safe?
  • Someone has asked whether towns will be hostile by default and you have to solve a quest first before they become safe havens.

    Julien (Marzhin93): “It depends on the town. Generally speaking, towns are safer in MMX than they were in MM1-5, however that doesn't mean they are completely safe either. But I don’t want to spoil too much about that already as it is part of the story. And it’s no fun to explore if you already know everything upfront, is it? ;)
Contextually Animated Interface
  • In former M&M games, the user interface had little animation that gave hints on what was going on around your party – whether monsters were near, or you approached a secret door or a trap, or when you levitated. Some people were concerned that such animations might be missing in MMX.

    Marcus (LE-Marcus): “Many of the animated interface features you remember from back then are still there, even though we changed their look and feel.”

    Stephan (LE-Stephan): “We focused on the UI animations, we found most important, like the danger sense, the threat meter, the portrait expressions etc.”
Challenge and Difficulty Levels
  • Some players were concerned that the game might be not challenging enough and hope for different difficulty levels.

    Marcus (LE-Marcus): “Yes I am glad to be able to say, that we’re currently planning with two different difficulty levels.”

    Stephan (LE-Stephan): “It is our aim for the game to be challenging for players. Besides, as Marcus just mentioned, we’ll have two modes: Adventurer and Warrior mode.
Illustrated Cursor Icon
  • Instead of the generic mouse cursor seen in previews, some people are asking for an illustrated cursor icon that adapts dynamically to the situation in order to indicate what actions you can take. For example, showing a grab hand when there's an item you can pick up.

    Karsten (LE-Karsten): “Yes understandable. We do plan to not have the normal windows mouse in the game. It’s not yet implemented in the development version, but as soon as there is time, we plan to change that. ;)
Challenging End Boss
  • Some players are afraid that the end boss might be too easy. Quote: „Lord Xeen is such a bad example: Just waiting in his castle to be slain. Alamar/Sheltem at least tries to interact (pleasant dreams...muhhaahha!). So I would really appreciate if the final boss would not only helplessly observe your party getting stronger and stronger, but actually tries to get rid of this threat.“ (Source)

    Julien (Marzhin93): “While we obviously don't want to spoil the whole story at this point, our villain is not sitting in his dungeon waiting for the player, but has an agenda of his own.”

    Stephan (LE-Stephan): “I think we can also tell that we do plan special mechanics for the bosses.” ;)
Vocal Lines For Characters
  • Many people wish for vocal lines, and good ones please, no „all your base are belong to us“. ;)

    Marcus (LE-Marcus): “Yes, although not yet implemented in the current development version, vocal lines are definitely planned.”

    Stephan (LE-Stephan): “Yeah, the barks are back: “I am no expert, but THIS looks valuable”. ;)"
Undiscovered Land Is Black
  • While exploring your surroundings, you could see the black grids disappear from the mini map, being replaced with, well, map. That's what it was like in former M&M games. So, players have been asking, how about MMX?

    Marcus (LE-Marcus): “Yes, of course! Undiscovered land will be black in MMX, too!”
 

J_C

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Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
New blog post on the open development site addressing specific issues / concerns that people have brought up: https://mightandmagicx-legacy.ubi.com/opendev/blog/post/view/51dc2a63888ef64b39000003

At first this blog was kind of lame, but I really have to hand it to them. Providing detailed information like this really makes it feel like a "by fans, for fans" project.

World Map
  • Some players fear that there might be a generic, repetitive world map, since previews show only green and brown areas.

    Julien (Marzhin93): “Although it is true that the story and therefore the environment in which MMX is placed is not a whole world like there was in MM1-5, we'll still have different environments like plains, barren lands, forests, jungles, mountains etc. We’ll just not have so drastic climate changes like an ice field being located near a desert. The peninsula explored in MMX is more "realistic" in that regard.”

    Stephan (LE-Stephan): “I believe that there is not such a huge difference when comparing the size of the MMX world map with the one from Clouds of Xeen.”

    Thomas (LE-Thomas): “True, the grid size (x*y) of the world from MMX is actually a little larger.”
Health Bars
  • Health bars that hover above enemies' heads can destroy immersion, at least for some gamers. That's why some people hope that in MMX they will be optional.

    Marcus (LE-Marcus): “We understand that and although we're focusing on the game play right now, we will try to add as many features of that kind as we can within the time frame.”

    Thomas (LE-Thomas): “Yes, i.e. toggling on/off health bars is on our list and depending on time/priorities, it might also make it into the game.”
Speed Of Movement
  • Some players have asked for a way to speed up the party's movement, for example by pressing the forward key repeatedly.

    Julien (Marzhin93): “Having ways to speed up movement would be a real plus. One idea I suggested was "running" if the player moves forward and there are no obstacles. There are certainly other ways.”

    Stephan (LE-Stephan): “Definitely. In our development version of the game, you are actually already able to keep “w” pressed down, which queues your movement forward and which makes you move a little faster already. However true, that there would be additional ways to improve the walking experience even further.”

    Anna (LE-Larissa): “I’ll talk about that with Thomas (LE-Thomas), let’s see if there is enough time in the schedule to consider these ideas for further improvement.”
Other Settings


Julien (Marzhin93) and Marcus (LE-Marcus): We definitely have other settings in mind, too: To have a way for players to see the name of a building before walking in it, for example. However not everything / all settings are 100% defined yet as we are currently still focusing on the actual game content.

Maybe the readers from the blog can let us know what they’d like. Let’s also chat about it on IRC tomorrow!


Are Towns Safe?
  • Someone has asked whether towns will be hostile by default and you have to solve a quest first before they become safe havens.

    Julien (Marzhin93): “It depends on the town. Generally speaking, towns are safer in MMX than they were in MM1-5, however that doesn't mean they are completely safe either. But I don’t want to spoil too much about that already as it is part of the story. And it’s no fun to explore if you already know everything upfront, is it? ;)
Contextually Animated Interface
  • In former M&M games, the user interface had little animation that gave hints on what was going on around your party – whether monsters were near, or you approached a secret door or a trap, or when you levitated. Some people were concerned that such animations might be missing in MMX.

    Marcus (LE-Marcus): “Many of the animated interface features you remember from back then are still there, even though we changed their look and feel.”

    Stephan (LE-Stephan): “We focused on the UI animations, we found most important, like the danger sense, the threat meter, the portrait expressions etc.”
Challenge and Difficulty Levels
  • Some players were concerned that the game might be not challenging enough and hope for different difficulty levels.

    Marcus (LE-Marcus): “Yes I am glad to be able to say, that we’re currently planning with two different difficulty levels.”

    Stephan (LE-Stephan): “It is our aim for the game to be challenging for players. Besides, as Marcus just mentioned, we’ll have two modes: Adventurer and Warrior mode.
Illustrated Cursor Icon
  • Instead of the generic mouse cursor seen in previews, some people are asking for an illustrated cursor icon that adapts dynamically to the situation in order to indicate what actions you can take. For example, showing a grab hand when there's an item you can pick up.

    Karsten (LE-Karsten): “Yes understandable. We do plan to not have the normal windows mouse in the game. It’s not yet implemented in the development version, but as soon as there is time, we plan to change that. ;)
Challenging End Boss
  • Some players are afraid that the end boss might be too easy. Quote: „Lord Xeen is such a bad example: Just waiting in his castle to be slain. Alamar/Sheltem at least tries to interact (pleasant dreams...muhhaahha!). So I would really appreciate if the final boss would not only helplessly observe your party getting stronger and stronger, but actually tries to get rid of this threat.“ (Source)

    Julien (Marzhin93): “While we obviously don't want to spoil the whole story at this point, our villain is not sitting in his dungeon waiting for the player, but has an agenda of his own.”

    Stephan (LE-Stephan): “I think we can also tell that we do plan special mechanics for the bosses.” ;)
Vocal Lines For Characters
  • Many people wish for vocal lines, and good ones please, no „all your base are belong to us“. ;)

    Marcus (LE-Marcus): “Yes, although not yet implemented in the current development version, vocal lines are definitely planned.”

    Stephan (LE-Stephan): “Yeah, the barks are back: “I am no expert, but THIS looks valuable”. ;)"
Undiscovered Land Is Black
  • While exploring your surroundings, you could see the black grids disappear from the mini map, being replaced with, well, map. That's what it was like in former M&M games. So, players have been asking, how about MMX?

    Marcus (LE-Marcus): “Yes, of course! Undiscovered land will be black in MMX, too!”
So much incline, but I fear they will mess it up. :(
 

Luzur

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Joined
Feb 12, 2009
Messages
41,934
Location
Swedish Empire
a (german) video interview with the Limbic CEO.
Hehe, training halls are back, the VIP Fans were too furious about them :D

http://www.buffed.de/Might-und-Magi...lenspiel-Reboot-im-Video-vorgestellt-1077157/


I take it you are also a VIP fan?

Any other insights from that video?

No I am not. Just a fan. I read about the video at http://www.mightandmagicworld.de forum.
The CEO himself says that they "learned" that they were wrong :D The VIPs wanted to spend money for levelups/mastering skills to have a money sink/exploration, so they changed that streamlined aspect.
He also talks about:
- they changed "all attack at range" to "individual attacks" because of feedback after PAX east ( we already knew that,[ My hope is, that you can still use an "all attack button", I love the fast gameplay of MM, just IMHO he doesn't say that ] )
- about 30- 40 VIP fans
- he praises these 2 french guys for their lore knowledge: Erwan Le Breton(sp?) and this guy http://www.celestialheavens.com/forums/viewtopic.php?p=344725#344725
- you don't need to know HoMM 6 to enjoy it, same world( but kinda isolated area), some references.
-praises World of Xeen and MM6


yeah, the "All fire at once!" thing was discussed on the VIP forums (and i dunno if i am allowed to confirm anything at all about any buttons), dunno about the numbers of VIP, i never counted them, Marzhin is one of the devs, and sofar its just been me and a couple of others that even brought up WoX or the older MM's as references, but maybe it has taken effect among the devs?
 

Grunker

RPG Codex Ghost
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Messages
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Copenhagen
That all reads very well. This game is like a rollercoaster of expectations :)
 

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