r/MightAndMagic

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▲ 152 r/MightAndMagic+3 crossposts

I did some lore research, and here’s what I found according to the unit descriptions in the game.

  1. Angels that the Temple can recruit as its T7 unit are merely imitations of real angels, created via some semi-magical, semi-scientific rite. This rite is supposedly performed in “heavily protected buildings,” where the highest church officials construct angels, most likely using machinery of the Ancients (i.e., the creators of the planet Enroth, where the story takes place).

  2. From the Archangels’ description, we find out that angels are created by placing a human soul into what is basically a golem or an animatronic construct — the Temple’s angel.

  3. The description of Apotheosis reveals the reasons why angels abandoned the Temple’s cause. They were not as intolerant, bereft of mercy, or zealous as the Temple demanded them to be.

But where did the real angels go?

To find an answer, one has to complete the challenge of clearing a map object called the Point of Balance. After defeating its guard, the player is rewarded with a Sentinel of Glory joining their army. And it seems that they are the real deal!

  1. The Sentinels left the Temple to “serve the balance between the Four Scholars of Magic,” an explanation that doesn’t yet make much sense. However, some information can be found in the Sentinels’ abilities, which are…

  2. Arina’s/Naira’s/Doreath’s/Hksmilla’s Way, which are most likely related to the Daylight, Night, Arcane, and Primal magic scholars. Also, it’s clear from the images that Doreath (the Arcane magic scholar) is connected with dragons, and Hksmilla (the scholar of Primal magic) looks and sounds like something coming from either the Hive or the Grove.

And it seems that the Sentinels serve neither all of these scholars nor any particular one, but rather “the balance between” them. It’s likely that through this balance, they are able to use all four schools of magic at once, achieving some sort of divine equilibrium.

  1. Let’s return to the Point of Balance and to its guardians — the Worldwatchers. Their description claims that Worldwatchers were created by Sentinels to “report to their masters and see if anything needs to be fixed.” If that’s true, it’s reasonable to speculate that Worldwatchers observe instances of imbalance in the world and report them to Sentinels so they can “fix” them. The description of the Point of Balance hints that the Worldwatchers should be spying on the Temple as the Sentinels are “cautious of the Church's expanding influence." Maybe the Sentinels see the Church’s affiliation with the Daylight magic as an instance of imbalance? Because, after all, it’s the balance between the Four Scholars of Magic the Sentinels are serving now. But who are these scholars?

  2. The description of the Temple of Four Scholars, (posted by Unfrozen here https://www.reddit.com/r/OldenEra/s/zMdwTqTL0n) states that they were powerful and creative mortals now revered as gods. That explains why a peasant NPC in the first mission of the campaign refers to Arina as a goddess. But even though the Scholars are mortals, they are not dead yet, because according to the Four Scholars Shrine map object’s description “Arina, Naira, Doreath, and Hksmilla still walk Enroth. And by communing with them, they can guide heroes onto new paths”.

For now, I’m not ready to speculate or come up with major hypotheses about what’s going on with angels, but there are some questions worth investigating:

What are the protected buildings that the Temple uses to create angels?

Which part of Enroth do Scholars still walk? Jadame? Antagarich?

Do the Sentinels follow the Ancients’ orders, obey the Four Scholars or act on their own?

Also, if each Scholar represents a school of magic, shouldn’t there be a fifth Scholar responsible for the neutral magic?

The list of questions goes on. Where else do you think I should search for answers? Artifact descriptions seem like the most logical place to continue!

u/Magnificent_Leopoldo — 12 days ago

How Might & Magic has been purged of sci-fi elements

The dark path ending of MM VII was supposed to be canonical.

The next game in the series was an expansion of Heroes III. It was supposed to expand on sci-fi elements, the Forge being a new town in the game, with units like naga-tank (which BTW drew criticism because she had no bra and was considered indecent by some fans) or cyber-zombie.

However the Astral Wizard fansite launched a boycott of this. Roughly a hundred fan e-mails requested the town's removal, one of them including a death threat.

> "The Forge introduced sci-fi elements into the Heroes universe for the first time, but sci-fi has been a part of the Might and Magic series since the original in 1986. Some of our fans were unaware of the history of sci-fi in the Might and Magic series and were very vocal in their opposition to this new inclusion. There's a 13-year history of listening to the fans at New World Computing, so we decided to move in another direction. I still feel the concept of sci-fi would work in the game. We just need to make sure we don't shock our fans with it.

For more see https://www.celestialheavens.com/779 particularly the part "Heroes of Might and Magic III: Armageddon's Blade – The Forge (1999)".


What do you think of this?

I think that removal of sci-fi made the setting less interesting and more generic. And that people who opposed sci-fi elements were ignorant since these elements have been core since the very beginning of Might & Magic.

The further we go, the less interesting the setting is for me: first Heroes III Armageddon's Blade / Heroes IV moving to another planet. Then MM IX which had generic viking-fantasy setting that was boring and uninspired. Then we have Ubisoft's extremely generic fantasy world with dragon gods and what not that declined more and more with each new game.

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u/dreamsofcalamity — 10 days ago

For the past 7 weeks or so, I was working on a reimplementation of my most favourite game from my childhood - M&M8. My main goal was to create a complete authentic reimplementation of the original game, including all the mechanics, quirks, systems etc. without fixing it up with any custom ideas. Basically, ideally 1:1 replica which could then be build up on for potential continuation like modding, merging with MM6/MM7 (should be trivial now), new maps etc.

Now I've finally come to a point where I feel like the game is as close to the original as I could make it. There are some quirks here and there, like rendering artifacts, some AI glitches etc. But every single system in the game is implemented, close to every single spell in the game is implemented, all quests, all skills, day/night, fog, character reactions, timers, scripts, ... everything is there.

Stack used:

  • C++ for the game/engine, Lua for scripts (exported from *.EVT and *.STR)
  • Libraries: bgfx (rendering), SDL3 (windowing, input, sound), PhysFS, ffmpeg, libyaml, lua, doctest
  • Codex - I did not write the code by hand, I directed it. I am SW eng in my main line of work, but doing this by hand would not ever be possible. I architectured it, guided it, gave it guardrails, style guides, but I did not write the code.
  • I used the assets from the original LOD files, most of them I used as-is, but I did export a lot of them to human-readable format - like all the *.bin tables - converted to *.txt, dlv/ddm (delta data for outdoor/indoor maps containing spawns, actors, face event descriptions) - converted to yml, a lot of the data which was originally hardcoded in the binary itself I extracted to *.txt data tables, whole HUD/UI is described in YML etc.
  • Editor - I also created a supplementary editor which supports both indoor and outdoor maps, but so far it was used mainly to inspect the maps. It does support editing - has tools like terrain brushes, *.gib import, *.obj import, texturing, adding actors/spawns, adding objects etc. - but I did not yet use it to create any new maps.

Also I want to mention that I heavily used OpenEnroth project as a reference for many systems and mechanics. Without it, I doubt I would be able to do this as quickly as I did.

Link to the repo: https://github.com/pjasicek/openyamm

u/pjasicek — 14 days ago

Anyone still got their original MM gamebox?

I found mine after I saw another post with the art from MM7. This is what got me hooked on MM. Still got the CD's back from 1999.

u/FreshManagement5227 — 12 days ago
▲ 32 r/MightAndMagic+1 crossposts

New installment of Heroes of Might&Magic, Olden Era is positioned as canon by Ubisoft with events taking place on the continent of Jadame, Planet Enroth, before the events of the original Heroes of Might&Magic 1.

However we know from M&M 6 that it was only during the events of the Night of the Falling Stars that Kreegan arrived to Enroth. Even more, they landed in two locations on the continent of Antagarich, not on the continent of Enroth, neither anything recorded for Jadame (this needs verification).

So how come and “inferno” fraction, which is essentially Kreegan in the M&M Universe, is present in the Olden Era?

I understand it’s just a game and it’s meant to be fun. My question is purely around if this is canon or non canon. Appreciate any opinion on the matter.

reddit.com
u/maxvpavlov — 14 days ago

Previous post - https://www.reddit.com/r/MightAndMagic/comments/1t0mnyr

A lot of people approached me if I will be able to integrate MM6+MM7 to the OpenYAMM in the same/similar manner as MMMerge did it. I am then continuing with this direction and my next goal will be to achieve a MMMerge parity as a baseline. Linked video is a WIP. I can travel between the continents using the dimensional door (temporary HUD element for that), I can take/complete quests on these continents, visit indoors locations, travel via foot or stables etc.

Once this is done, my next goal will be overall polishing, performance improvements - although along the way I did my absolute best to optimize all critical paths. On 1920x1080, Indoor dungeons with around 4000 FPS (depends on dungeon complexity), Outdoor maps usually 2000-4000 FPS, depending on the maps.

Then once this is a good baseline, my plan will be to provide LUA APIs for mods - to inject new skills, new races, new classes, new behaviors etc. - the idea is to keep MMMerge state "pure" and mods will go on top of it. But this is likely a talk for the future.

Almost all the plumbing is there but there are stil many rough edges and bugs to iron out. My editor/inspector also seems to work quite well for all the mm6/mm7 outdoor/indoor maps, which helps a lot with the whole process of integrating this.

Link to the project: https://github.com/pjasicek/openyamm

EDIT: I want to explicitly add credits to the whole OpenEnroth team and MMMerge team (Rodril and all the other contributors) and GrayFace is the father of MM6-MM8 modding. Without all of you I would not be able to do what I did, not a chance. So thank you all.

u/pjasicek — 12 days ago

Favorite post-Might and Magic games in a similar style?

Hi folks - wanted to get some discussion going on non-Might and Magic games, that are clearly influenced by or similar to the series. What are everyone's favorites?

It could be spiritual successors to the grid based ones (MM 1-5, and 10) or to the 3D non-grid based ones (MM 6-9).

Share your suggestions for your fellow Might and Magic fans!

I've got a few:

  • Heroes of a Broken Land - procedurally generated - haven't played the second one yet as I tend to stay away from early access games
  • Legends of Amberland (1, 2, 3) - very reminiscent of MM3
  • Operencia: The Stolen Sun - much less indie, and a lot less open world, but still a really fun game
  • Swords and Sorcery: Underworld - probably the best in the vein of M&M 1. The developer still plans a sequel but the dev says he is still working on it.
  • Lords of Xulima - my favorite of the list. World exploration is nothing like M&M but combat is kinda similar.
reddit.com
u/darkfencer — 9 days ago

Strings of Fate XI (Unofficial Might and Magic 11)

I am surprised to see that no-one has mentioned this games release. Has anyone tried it? It is CLEARLY a continuation of the might and magic series. They have garbage marketing; so I do not think people are getting the connection here.

This is the stuff we have been looking for FOR over a decade.

reddit.com
u/Vist34 — 10 days ago

I found this at a library book sale event near me- had no idea there were novels of the series. Evidently this is book one of three, and the series was never finished. Still very cool to find!

u/EvergreenExplorer — 12 days ago

MM7 Fun things to do and changing up old habits. And is light as fun as dark? Spoilers alert.

Too many possible spoilers to edit so I am going to tag it all. I suggest only people who beat the game read.

>!Between the GUI and the reanimate spell and, I am not ashamed to admit, simping on the Queen of the Dead. I have not even been tempted to play the path of light. Except now because I want to see how that story pans out. After this many years I was a little surprised that I beat the game many times since its release, yet never did this. !<

>!Fun things to do on the Path of Dark. Reanimate. I don't loot anything in my castle because I get to cast reanimate later and populate it with goblins and one token bat. If I am early enough, this makes the battle with Stanley's guards and goblins more fun as you can hear it throughout the castle, not just where your golem is. I then reanimate them just too get a kick out of when the tags get confused and they fight each other again. Rinse and repeat as often as boredom allows... this is the path of darkness after all. :D Also no matter what race you choose for the sorcerer they just become a lich anyway so why not a goblin? Pre lich I find the sorcerer to be mostly utility until they become nukes in the late game anyway.!<

>!So what I want to know, is what kind of shenanigans can I get up to on the path of light? Or will I just find myself just doing it once to say that I did? !<

>!Also, on the old habits. Pretty much no matter what my party composition is, early game is mostly melee and bows. Even if you don't focus many points into them. This keeps up until the choice where the quest start to get more challenging and this is where careful planning starts to count, but the game still remains mostly easy. Before the choice the thieves and knights first promotion is my only struggle. I would like to make magic to be more than just utility. Right now it is cast wizard eye, fire aura on all weapons that not enchanted, cast bless and heroism and regeneration and take a preservation potion (much longer duration than spell) and walk through whatever is in front of me. Once I have fly and meteor shower it is time for bombing runs on the tougher outside areas. And then I have GM shrapmetal and the game is all but won. Obviously the path of light changes the end game. But I would really like to change the game up a bit. any suggestions?!<

>!My current evil run is all goblins a paladin, monk, sorcerer, cleric. And as expected by the time I needed more than the utility spells, my goblins had plenty of spell points to cast them. My usual party is Ranger Knight Druid and Sorcerer. I generally do not care about the score so I don't rush the game. I am thinking about taking the standard knight, thief, sorcerer, cleric and doing a score challenge, but that sound boring to me. This is becoming a book so I'll stop you get the gist, if you are still readng..um thank you.!<

reddit.com
u/tpap69 — 10 days ago

Hello gamers

What is your go-to strategy for using the barrels of different colored liquids?

Once upon a time I used to carefully allocate the points to the characters in my party that could take the most advantage out of each according to their classes.

However… on my new playthrough I just walk around and and usually dump everything on the guy that does all the shopping and that I usually have selected most of the times when adventuring (the guy when u press u number 1)

At the moment he has been consuming varying doses of magical liquids from barrels found from different towns and dungeons, I’m not sure how he feels about it cause usually he just smiles and says something like ”alright!” ”yes!”. Should I be worried? I’ve always wondered if they taste like different colored sodas.

I was wondering if this could have any negative health consequences, the guy just has all the colors of the rainbow in his system by now and I’m not sure if he could be feeling overwhelmed? But…then again everyone only drinks beer and eats apples exclusively in this universe so I’m not sure if consuming all those magical colored liquids is something to have to worry about.

Thanks

reddit.com
u/TheHarambe2017 — 14 days ago

Yo dawg I heard you like space so I put some space in your space so you can uhh

newmem: //this is allocated memory, you have read,write,execute access

//place your code here

push eax

push ebx

mov bl, 3

mov [eax+0A], bl

mov bx, [eax+4]

add bx, 1

cmp ebx, 100

jl skip

mov bx, 0

skip:

pop ebx

pop ebx

originalcode:

test [eax+1C],06000000

exit:

jmp returnhere

"MM6.exe"+1F621:

jmp newmem

nop 2

returnhere:

u/Available_Algae_4176 — 9 days ago

I posted over on the Steam Deck sub but although it had lots of views there were no replies. Perhaps someone here may have some insight.

I wanted to play Might and Magic Merge on my Steam Deck so zipped up the file on my PC and sent it over to my Deck. Unpacked it and ran it through Wine in Desk Top mode. It worked! Game booted up, save files all intact, and could start playing no problem. Of course, there's an issue with input buttons because these games had no controller support. r/L sticks work as expected and the A button pauses (for combat). After some fiddling around I was able to map a few keys to buttons while other ones are unrecognized and so cannot be used. Overall, however, it's very much playable. And now here is where we run into problems: trying to play via Game Mode instead of needing to be in Desk Top Mode.

I've tried adding the .exe to non-steam games, I've tried adding it through Lutris, and I've tried forcing compatibility to many different Proton versions. Game will boot up, go to main menu, but no matter what I do if a game is started the debug menu pops up with a moderate list of errors. I've tried to research and attempt numerous fixes for literal hours, but nothing I have found works, and I've tried just about everything besides re-downloading and re-patching the game. I figured this would be fruitless as it works in Desk Top, so it's fine.

Anyways--has anyone got this to work on Steam Deck through Game Mode? I'd prefer to run it through this mode for 2 reasons: 1) no need to go to Desk Top only to run this game and, more importantly, 2) Steam controller. I can map commands this way. Playing through Desk Top is limited, and while playable, I do have to do without some keys which makes it a bit annoying.

reddit.com
u/Only1Nemesis — 11 days ago

Has anyone had the issue where Judge Grey yeets himself before the Human/Elf war over the trumpet?

I had had a few playthoughs where it just gives me to Erathia and the trumpet fight never happens.

Has thou brass band forsaken me? I am very confused. I like the NWC banner in my castle too D:

reddit.com
u/ResplendentDaylight — 12 days ago