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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

UndeadHalfOrc

Educated
Joined
Nov 5, 2023
Messages
117
As soon as I finish World of Xeen, I intend to learn how to use a decompiler and start modding MM3-4-5.
I already tried to get in touch with Jeff Ludwig, to no success.

I'm a programmer, but never used a decompiler, and only every learned to code assembly decades ago at university.
Can you recommend me an easy to use decompiler that works with Dosbox?


My primary criticism of Jeff Ludwig's respawn mods for MM3-4-5 is that he changed too much.
He does have a standalone patch that only fixes two very critical bugs in MM3, though, so I will always be very thankful for his work:
His Arena experience bug fix and damage rounding bug fix.
http://www.jeffludwig.com/mm3/

I intend to have a mod that is somewhat conservative. Just a little balance tweak here and there.
I intend to mostly fix the % of treasure quality per level 1-6 (MM3 only),
Reduce obsidian weapon bonus damage from 50 to 40, and increase spell damage formula a little (mostly these five: power cure, cold ray, energy blast, fireball, and lightning bolt),
and remove the -1 endurance penalty for raise dead/resurrection. Maybe also give the Jump spell to the druid spellbook in MM3.
 

grimer

Learned
Joined
Feb 24, 2021
Messages
157
Jeff Ludwig's respawn mods
i played half of clouds with it and i liked the addition of new enemies to several areas (e.g. beholder bats in the dwarf mines) since clouds feels kinda empty especially when compared to terra. i didnt really like the changes to melee combat with how everyone, both the party and enemies, have more hp and ac which makes combat a slog, more so when they respawn.
 

TheDeveloperDude

MagicScreen Games
Developer
Joined
Jan 9, 2012
Messages
611
Might and Magic Merge
I have some artifacts/items of Dark. When I am leveling up then the dark magic bonus always increasing as well.
Now +56. So do I have 40+56=96 power for Dark magic spells?
 

DaveO

Erudite
Joined
May 30, 2007
Messages
1,258
Please add Might and Magic Merge mod to the poll options. It should compete with both Mandate and Xeen. And that's coming from one who can understand why folks like one or the other or both.
 
Last edited:

TheDeveloperDude

MagicScreen Games
Developer
Joined
Jan 9, 2012
Messages
611
Finished MM8 part of my solo necromancer in the Merge.
Most tricky was releasing the Earth Lord from prison. The Great Air Elementals were below my platform, I could not reach/see them but they were able to cast spells at me. Aaaargh.
 

DaveO

Erudite
Joined
May 30, 2007
Messages
1,258
LOL. 50 GM in Dark Magic. I understand the role playing and nuker potential there, but why not more points in Earth, Air, Water, Earth? And who in their right mind would want to put ANY points in ID Monster. Worse skill than Diplomacy in MM6.
 

TheDeveloperDude

MagicScreen Games
Developer
Joined
Jan 9, 2012
Messages
611
LOL. 50 GM in Dark Magic. I understand the role playing and nuker potential there, but why not more points in Earth, Air, Water, Earth? And who in their right mind would want to put ANY points in ID Monster. Worse skill than Diplomacy in MM6.
Yes, ID Monster did not show any information about high-level monsters. No hp, nothing.
Indeed, seems important pump up the elemental schools, because of the resistance spells.
Earth Lord prison was impossible at resistance 250, but using a increase air magic ring, it became 350. That seemed good enough to finish that prison.
It always true: equip the ring!
 

TheDeveloperDude

MagicScreen Games
Developer
Joined
Jan 9, 2012
Messages
611
Yes, you need elemental magic. I continue the Merge with MM6. So I went Darkmoor Castle, and the liches were immune to Dark Magic. So I had to use the good olde Sparks spell.
 

DaveO

Erudite
Joined
May 30, 2007
Messages
1,258
I'll be doing Merge Mod with a solo Minotaur Ranger, with 200 percent for bolster. It won't be right away, but I figure I might as well go All In in my attempt to clear all of the locations starting in MM6 since Merge puts you outside New Sorpigal. Then head to MM7 after using all of the horseshoes for skill points. I'd need money for that, but there are easy places in NS to get some. I can easily run to the treasure places and that would probably give me a few hundred in funds. Perhaps even some useable items, though I will use the "hidden" transport for stat boost when I can't get more benefits from fountains.
 

TheDeveloperDude

MagicScreen Games
Developer
Joined
Jan 9, 2012
Messages
611
So is it better play simultaneously all 3 worlds?
I am playing in order 8->6->7.
The mod makers should have made available the teleporting to other worlds right away in the beginning.
Like Xeen?
 

Storyfag

Perfidious Pole
Patron
Joined
Feb 17, 2011
Messages
17,723
Location
Stealth Orbital Nuke Control Centre
The mod makers should have made available the teleporting to other worlds right away in the beginning.
It is trivial to use the command console in order to teleport. The command is:

Code:
TownPortalControls.GenDimDoor()
    TownPortalControls.SwitchTo(4)
    Game.GlobalTxt[10] = " "
    ExitCurrentScreen(false, true)
    CastSpellDirect(31, 10, 4)
    Mouse.Item.Number = 0
    Timer(TownPortalControls.RevertTPSwitch, const.Minute, false)

Be aware that it will drop you in a more or less random outdoor map tho, so it is advisable to use only once you get access to Town Portal.
 

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,230
Unless they changed it you get the ability to teleport between continents pretty darn quickly. Course there's a cost which might stop you, but I never really had a problem with it.
 

TheDeveloperDude

MagicScreen Games
Developer
Joined
Jan 9, 2012
Messages
611
Finished MM6 in my Merge solo necro playthrough. Next MM7.
In the narrow corridors of the Hive was great fun using Sparks spell against the devils.
 

TheDeveloperDude

MagicScreen Games
Developer
Joined
Jan 9, 2012
Messages
611
Might and Magic Merge

I am playing a solo necromancer/lich. Can I choose the Path of Light in MM7?
The last time I played the Dark Path with a normal party.
 

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,230
Might and Magic Merge

I am playing a solo necromancer/lich. Can I choose the Path of Light in MM7?
The last time I played the Dark Path with a normal party.
Yes, you can still choose the path of light. If you're already GM dark, nothing should happen to your skills. In fact, merge has options to let you switch between light and dark GM though it wipes your spells. I think you can also switch a wizard to a lich in MM8 (but not the other way around obviously).

Unless they changed it you get the ability to teleport between continents pretty darn quickly. Course there's a cost which might stop you, but I never really had a problem with it.
I've never encountered this feature. Do you mean the dimension door scrolls that are randomly dropped/available in arcane shops?
In MMM you get a sphere that lets you dimension travel between continents at certain spots not to far into the story of whatever game you're playing (like the Barrow Downs for MM7). It does require a recharge to use more than once though. I think it requires a gem or something.
 

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