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 Might and Magic 6 7 8 Merged

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Carabas
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Carabas



Might and Magic 6 7 8 Merged Empty
PostSubject: Might and Magic 6 7 8 Merged   Might and Magic 6 7 8 Merged I_icon_minitimeWed Jul 06, 2022 9:08 am

I've just found out that it's actually a thing watching this (hilarious) video:


https://www.celestialheavens.com/forum/10/16657

It's pretty straightforward, you need Might and Magic 8 and the mod files and things will scale nicely. From what I can tell it looks like you can switch between games as well and have a party of 5 in Might and Magic 6 and 7.

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PostSubject: Re: Might and Magic 6 7 8 Merged   Might and Magic 6 7 8 Merged I_icon_minitimeWed Jul 06, 2022 3:26 pm

Huh. Neat. Wonder if this works with the GOG version…

Seems a bit cheesy to pick up some dragons or OP level 50 characters and then go mop the floor in MM6 but neat. Gonna have to check it out when I am done with my OpenSUSE, Slackware and FreeBSD installs.

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PostSubject: Re: Might and Magic 6 7 8 Merged   Might and Magic 6 7 8 Merged I_icon_minitimeThu Jul 07, 2022 5:31 pm

The video itself is utterly ridiculous but it did showcase the mod.

For the record this mod does work with the GOG version so that's definitely a plus. Wink

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PostSubject: Re: Might and Magic 6 7 8 Merged   Might and Magic 6 7 8 Merged I_icon_minitimeFri Jul 08, 2022 1:41 am

Hmm. Gonna have to try it on Lutris (a Linux launcher for GOG/Origin/Ubisoft etc) also… I am getting rid of Winblows in the not too distant future. I’ve gone back to OpenSUSE and despite some hiccups I prefer it to Arch.

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Might and Magic 6 7 8 Merged Empty
PostSubject: Re: Might and Magic 6 7 8 Merged   Might and Magic 6 7 8 Merged I_icon_minitimeSun Jul 10, 2022 4:04 am

I downloaded all three GOG versions through Lutris and now am downloading the mod. Here’s hoping it works well… that said Stardew with SMAPI is working fine so hopes are good.

Been itching to play 6 and 7 through again. Don’t care much for 8 but eh why not

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PostSubject: Re: Might and Magic 6 7 8 Merged   Might and Magic 6 7 8 Merged I_icon_minitimeSun Jul 10, 2022 11:15 am

With the mod you only need 8 and you run the three games through 8.

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PostSubject: Re: Might and Magic 6 7 8 Merged   Might and Magic 6 7 8 Merged I_icon_minitimeTue Jul 12, 2022 2:18 am

Is it just me or the classes are borked up? There’s no Wizards so starting any of the games without a mage is a bit sheer madness. And WTF is up with the peasant class seriously

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PostSubject: Re: Might and Magic 6 7 8 Merged   Might and Magic 6 7 8 Merged I_icon_minitimeWed Jul 13, 2022 5:40 pm

The peasant is definitely meant as a joke (I assume). On the plus side you do get to have a party of 5 instead of 4.

I only tried 6 briefly but I do recall seeing the option to start with a Sorceror. We've got Druid, Knight, Paladin, Sorcerer, Cleric and Archer and unless I'm mistaken it's the same as in the good old Mandate of Heaven.

Frankly I haven't played MM6 game in ages but with the mod it seems like I could give it another go since somehow it renders at a wider resolution and looks pretty good for such an old 3D game.

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PostSubject: Re: Might and Magic 6 7 8 Merged   Might and Magic 6 7 8 Merged I_icon_minitimeThu Jul 14, 2022 12:52 am

I think it depends on the starting continent you choose… I had a very different lineup in Jadame than I did on Antigritsch or whatever the bloody hells MM7 continent is called.

I am really annoyed at this mouse movement bollocks though. Plus it gets really annoying to use CTRL to move circularily.

Otherwise so far so good, except for a big I encountered where I somehow triggered the event to free the Fire Lord at a random spot in the first town on Lizard Island…

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Might and Magic 6 7 8 Merged Empty
PostSubject: Re: Might and Magic 6 7 8 Merged   Might and Magic 6 7 8 Merged I_icon_minitimeFri Jul 15, 2022 9:04 am

I can't say anything about 7. Never really played it all that much.

It's my understanding though that we can start on one continent and then move back and forth.

The mouse thing does bug me a bit but being able to play on a modern setup is a boon for me (last time I tried I was getting motion sickness).

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Might and Magic 6 7 8 Merged Empty
PostSubject: Re: Might and Magic 6 7 8 Merged   Might and Magic 6 7 8 Merged I_icon_minitimeFri Jul 15, 2022 12:45 pm

I am not sure how I did it but I was able to switch back to the classic MM style movement without mouse bollocks 😂

Frankly 7 is good. I enjoyed the fact you could choose either light or dark side and let’s face it the dark side gameplay is much much more interesting. You also get courted by the humans and elves to join their kingdom but there’s a way to tell them to piss off and be independent.

The ending of dark path 7 is also really nice. Much more so than the light one.

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Might and Magic 6 7 8 Merged Empty
PostSubject: Re: Might and Magic 6 7 8 Merged   Might and Magic 6 7 8 Merged I_icon_minitimeWed Jul 20, 2022 3:36 pm

I'd love to switch back to classic MM style. Wink

I never got anywhere with 7 tbh (I was too busy studying and then time went by and I couldn't bring myself to play 7).

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Might and Magic 6 7 8 Merged Empty
PostSubject: Re: Might and Magic 6 7 8 Merged   Might and Magic 6 7 8 Merged I_icon_minitimeThu Jul 21, 2022 5:13 pm

I figured it out -- just press caps lock and it will switch you back to the non mouselook controls.

7 is not as good as 6 is of course but it's worth a playthrough nontheless. just don't do the boring light path because it's so stupidly boring. Plus when you pick the light side you get a trial you must complete of wandering through a bloody dungeon and find the exit all squished in narrow passages and you cannot kill anything or you fail the quest. Yes really. Dark side, just slaughter everything and it's fine.

7 has it's ballbusting moments not as bad as 6 but yeah Nighon is a bloody pain in the arse...

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Might and Magic 6 7 8 Merged Empty
PostSubject: Re: Might and Magic 6 7 8 Merged   Might and Magic 6 7 8 Merged I_icon_minitimeThu Jul 21, 2022 6:15 pm

Awesome. I'll make sure to hit caps lock next time I'm playing. Cheers! cheers

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Might and Magic 6 7 8 Merged Empty
PostSubject: Re: Might and Magic 6 7 8 Merged   Might and Magic 6 7 8 Merged I_icon_minitimeWed Aug 03, 2022 1:54 am

Hokey so there’s some bugs

If you start on MM6 you cannot join Buccaneer’s lair nor Blades’ End because the dialogues are bugged. So no merchant or chain early. I had to add it manually with MM8CHE but I try using it the least I can because it really, really doesn’t like the mod.

Is it just me or has difficulty been toned down also? I never mopped the floor of the Temple of Baa in Ironfist so easily.

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Might and Magic 6 7 8 Merged Empty
PostSubject: Re: Might and Magic 6 7 8 Merged   Might and Magic 6 7 8 Merged I_icon_minitimeMon Aug 08, 2022 3:01 pm

Good to know. I suppose it gets a lot easier with a party of five (but I don't know if you did take advantage of that extra spot).

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Might and Magic 6 7 8 Merged Empty
PostSubject: Re: Might and Magic 6 7 8 Merged   Might and Magic 6 7 8 Merged I_icon_minitimeMon Aug 08, 2022 11:03 pm

Yeah I did. Two Knights, a Cleric, a Sorcerer and a Thief. Both Knights just promoted to Cavalier and working on the Rogue, Priest and Wizard ones.

I am at the point where Erathia and Avlee want you to be their lapdog and I am taking the third unknown path of independence. May pick Darkside also as soon as Grey dies. I like the idea of Elves and Humans tearing each other apart while I look out for myself.

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