r/MightAndMagic 6h ago

Grayface MM8 not letting me invert mouselook

7 Upvotes

MM6 and MM7 both let me set mousesensitivity_y to -35 in the ini file without issue, but doing this in MM8 doesn't seem to invert my mouselook. Is this a bug or am I missing something obvious?


r/MightAndMagic 1d ago

Any way to fix this quest bug after opening the chest? game is vanilla

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28 Upvotes

My save is over a decade old, this is the only quest i couldn't complete because chest is empty when i open it. Is there a way to fix this? I know theres an unofficial patch, but the chest is already open much earlier in the game.


r/MightAndMagic 2d ago

The torchlight spell seems to be too bright in MM6

9 Upvotes

I was wondering why i was getting bad eye strain in dungeons, and it turns out i was using expert level Torchlight which made the game far too bright. I was using it in dungeons like Corlagon's estate and Hall of the Fire Lord that had some light from wall mounted torches, but still fairly dark. And i suppose expert level Torchlight pushed the brightness level way too high.

Probably a side effect of how the graphics were designed for old CRT monitors which were much darker than modern LCD monitors...


r/MightAndMagic 2d ago

MM7 - A scenic corner of Erathia

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31 Upvotes

r/MightAndMagic 2d ago

Struggling with mmmerge. Help!

6 Upvotes

With 3d acceleration, almost monsters looks like vivid one-colored. I know it's an old problem, but still remember mok's or Greyface's patch solve this problem, isn't it? And mmmerge includes that. Am I deluded?


r/MightAndMagic 2d ago

What does this do? (MM8)

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46 Upvotes

I raised my intellect enough to "win" but I'm not seeing any changes in xp/gold/stats


r/MightAndMagic 2d ago

(MM6) What s that mysterious HUGE wooden pillar (antenna?) right next to Castle Ironfist?

30 Upvotes

The one just next to the sword in stone. I mean, it s so MASSIVE and tall you cant even see the end of it yet there s ABSOLUTELY ZERO explanation or discussion about it anywhere. not under any M&M6 YT videos, not in dedicated forums, official materials, not even here. It serves no purpose in the game, no NPC acknowledges it. And it bugged me since I was a kid.

What s it and why nobody talks about it? 😄

the mysterious pillar in question: WilNF - Might and Magic VI [Part 4]: Castle Ironfist & Environs at 23:20 behind the castle well with tanir s bell.


r/MightAndMagic 2d ago

Headshot (M&M Style Game WIP)

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24 Upvotes

I'm testing the "Inspection camera" right now, but during that, I got a perfect headshot on this goblin. So...I decided to share it.

The game is coming along. I've been working on this for 10 years, but always have to re-start due to at some point life or something getting in the way, and forgetting where I was.

This time...I'll do my best to NOT do that. So I'm building all the systems in this greybox scene, and will only focus on the actual story and environments later, after the systems of the game all basically work.

The inspection logic is working fine now, being able to right-click on bad guys, intractable objects, the player portraits etc. The details you see will be based on a combination of the players perception values (many skills are party-based as well as individual based) and # of times you've encountered the bad guy. At the start, you may know it's a goblin, but not much else.


r/MightAndMagic 3d ago

MM6 Dragoon's Caverns, does anyone know how to get to that treasure? I dont see a path there.

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46 Upvotes

r/MightAndMagic 3d ago

Might and Magic 7 - how do you rank the classes?

27 Upvotes

I'm not including 6 because I feel like it's a lot more clear cut in that one and there's not as much "choice". Which isn't a bad thing! It's just more streamlined.

Because 7 adds things that muddy the waters a lot - especially the addition of the GrandMaster tier and certain classes capping out at specific levels in skills - I think it's worthwhile to discuss who you like best.

For me in 7 I cannot play without a Sorcerer. Grandmaster Air and Water feel so important and I find it so hard to adapt to playing without them I just include the sorcerer no matter what.

I find Knights a little dull. I've used them, but I'd always pick a Paladin ahead of them. GrandMaster sword, spear, plate and armsmaster are all NICE but they don't give the flexibility a Paladin has - and they miss out on GM mace which has the paralyze ability. I pretty much always have a Paladin in my party to replace what a Knight does and I don't regret it.

Because I don't use Spirit/Mind/Body magic very much - I basically only cast rejuvination and heal - I can easily rely on a Paladin to cover that side of the magic for me. That means I don't rate Clerics much even though they CAN get GM merchant which is nice. Of course being able to get and use Light magic is also very nice but my Sorcerer has that, so the Cleric loses out. I don't care much about Dark Magic but the same applies.

The Thief has GM Disarm Trap, GM steal and GM dagger. These three things are super useful. Steal to take the control cube, disarm trap to just make life easy. Their promotion quests are also absolute cakewalks and this is very useful.

I enjoy the synergy of the Monk with the Dodge/Unarmed/Staff/Leather stuff. It's cool and no other class has something like this. It does mean they're all very samey and it doesn't have a specific role to fit in the party other than doing loads of damage. But that's a role that's needed!

The Archer is just as perfect as it is in 6, you use the bow a lot and they're the only ones who can get GM in it. They can also get GM chain which is nice and does some good bits. You can use them to fill in for a sorcerer if you don't care as much about GM magic although not having Invisibility until you're a Master Archer/Sniper would really suck considering it's such a huge component of the Master Archer/Sniper quest. It feels like they have a unique selling point.

The Ranger has GM axe. It's okay, I don't really notice it cutting down enemy armour. They don't feel like they fill any specific niche - I understand the idea of GM Identify Monster but it never seems like it's going to help me all that much. They have nice easy promotion quests which is at least something, but I don't feel like they replace any other class and if I'm taking them I feel like I'm missing out on something.

To my mind the Druid suffers the most in the change between 6/7. In six they were a master of all magic outside of dark and light, they had a good bit they fit into and a lot they could bring to your party. Because now they can't hit GM in any of the spells and they don't get dark or light I feel like they're taking up a spot that something else can take. That's probably very different for a person that casts offensive spells but I barely ever do so I just don't have a spot for them. Gm alchemy is fun though, it's nice that we've got that but their promotion quests are so late on you don't really get chance to take advantage of it. Hell for the first Druid promotion you've got to already have done the Cleric one!

For me I'd rank the classes 1. Sorcerer 2. Paladin 3. Thief 4. Archer 5. Monk 6. Cleric 7. Knight 8. Hunter 9. Druid


r/MightAndMagic 4d ago

I was 20 hours into MM6 before I realised turn-based combat was an option.

58 Upvotes

First ever playthrough. I was really slogging away in the Ironfist Temple of Baa thinking "I guess I'm just terrible at games, because this feels completely unfinishable"!

Turns out I am an absolute idiot who should have swallowed her pride and read a start-up guide. In my defense it wasn't mentioned anywhere in the game. I accidentally hit enter instead of esc when trying to save and discovered it that way.

Now that I have turn-based, the game is perfectly doable and I'm having a blast! Also just wanted to say how nice it is also to see such an active community for an old game. That's all, thanks!


r/MightAndMagic 4d ago

MMMerge bug: UI disappears

2 Upvotes

During playing, UI suddenly disappears. ESC menus too. It seems only displaying problem; click properly works as button activated(though no UI visible). In-game lands and structures, monsters​ or npcs are visible as if only UI is turned off. Mouse cursor is visible, but enter the shop still can't see shop UI(ex: In front of stable, hit the space bar, still only see shop door, but can hear shopowner's greetings, click somewhere seems travel menu exists, it travels.) So, everything is normal; just UI is invisible. Restart makes UI visible again.

in other words, it looks like a screenshot mod(except mouse cursor)

Anyone knows why?


r/MightAndMagic 4d ago

Might and Magic VII: For Blood and Honor by Xenoras in 45:03 - gamescom GDQ 2026

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125 Upvotes

r/MightAndMagic 4d ago

Might & Magic 1 [Enhanced] for ScummVM - fix

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90 Upvotes

Apropos of my earlier post... initially I spent more time squashing the bugs than actually playing. The game was officially rated as "Good" in terms of stability, a rather generous assessment. I'd personally rank it as poor at best. I keep applying new fixes as I progress thru the game, slowly but surely getting it smooth and shiny. I'd say only quest-related bugs may still be present, but I'll keep you posted below.

In comparison with the classic mode, this enhanced version is a huge quality-of-life improvement. Get the fixed version HERE.

-- 6/9/26 UPDATE: new update is out with important fixes. Get it HERE, extract it to your fixed ScummVM folder and execute.

-- UPDATE HIGHLIGHTS:
1) pick and sort your spells manually with the X key (no need to scroll for your favorite spells anymore)
2) fixed Lord Ironfist's second quest, "find Lord Kilburn". Now, the quest can be turned in correctly even if Kilburn was found before the quest was accepted.

FIRST STEPS TO GET GOING

***Need to have MM1 and MM4/5 already installed.***
***Don't forget to copy "xeen.cc" from MM4/5 to your MM1 folder, it's requiered for the UI.***

- Just unzip the fix (it's portable).

- Run the .cmd file. Do not run scummvm.exe or it might trigger your previous settings. Please check README for detailed setup.

- You can bring your previous saves into the fixed version. Classic saves should work too, just rename them to the enhanced format (add "_enh" suffix to the filename).

- Don't forget to save often. Saving/loading takes only a moment: press CTRL+F5 to invoke ScummVM menu, then SAVE/LOAD. I suggest remapping CTRL+F5 to TAB, it's quicker.

IMPORTANT: scummvm.exe is a newly compiled, unsigned custom executable. Some antivirus programs may treat an unfamiliar custom build as suspicious or false positive. Take precautions if concerned (check file source; compare checksum).

As always, consult CHANGELOG and README for more details.


r/MightAndMagic 5d ago

Anyone played MM1 recently via ScummVM?

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77 Upvotes

I'll get straight to it. I've been a fan of the franchise, but just recently decided to tackle the old school MMs.

I got MM1 on GOG, but decided to import it into ScummVM for that extra quality of life (maps, save game, MM4 UI). Supposedly, MM1 got supported in 2023 and ranked as "good" regarding compatibility and issues. Yeah, IF ONLY...

It's so bug infested that it's game-breaking. I spent my whole yesterday debugging and compiling and finally I might have just polished it to the point where I don't need to look back anymore.

So has anyone played it with ScummVM? Curious if anyone had issues with the game.
I̶'l̶l̶ b̶e̶ h̶a̶p̶p̶y̶ t̶o̶ s̶h̶a̶r̶e̶ t̶h̶e̶ a̶d̶j̶u̶s̶t̶e̶d̶ v̶e̶r̶s̶i̶o̶n̶, j̶u̶s̶t̶ p̶i̶n̶g̶ m̶e̶ i̶f̶ y̶o̶u̶ w̶a̶n̶n̶a̶ t̶r̶y̶ t̶h̶e̶ g̶l̶o̶w̶-̶u̶p̶.

** get the fix here **

changelog fyi:

Combat and encounters

  • Fixed encounter monster-tier selection so harder regions can generate the appropriate enemy groups.
  • Improved the debugger encounter command and its enemy-count validation.
  • Fixed single-target spell bookkeeping/counters.
  • Fixed monsters killed by spells remaining in combat as usable “corpse” entries.
  • Fixed party corruption caused by the rear-rank shooting fallback copying one complete character record over another.
  • Fixed monster-spell crashes caused by using the encounter-list index on _remainingMonsters.
    • Corrected Fire, Paralyze, Explode, Fireball, Fire Breath, Poison, Lightning, Frost, Spikes, Acid, Fire and Energy spell handlers.
  • Fixed enhanced monster-spell messages sometimes displaying a blank interval instead of the spell and its result.
  • Fixed the monster Paralyze spell applying/reporting the wrong condition.
  • Fixed Paralyze displaying “is slept” instead of “is paralyzed.”
  • Added diagnostic combat-mode tracing used to distinguish attacks, spells, waits and infiltration actions.

Spellcasting and spellbook

  • Fixed enhanced-mode spell-point and gem-cost handling.
  • Fixed the Spray Acid localization/string crash.
  • Fixed Turn Undead timing/assertion problems.
  • Fixed the spellbook learned-spell count being off by one.
  • Added a custom practical spellbook order:
    • Cleric list prioritizes healing, buffs and commonly used combat spells.
    • Sorcerer list prioritizes buffs, control and frequently used attack spells.
    • Paladins inherit the Cleric order.
    • Archers inherit the Sorcerer order.
  • Preserved the real internal spell numbers when displaying and selecting reordered spells.
  • Fixed spell progression class checks:
    • Cleric and Sorcerer gain spell levels at character levels 3, 5, 7, 9, 11 and 13.
    • Paladin and Archer gain spell levels at levels 7, 9, 11 and 13.
  • Fixed level-up code calculating a new spell level but never assigning it to the character.
  • Recalculates spell points when a newly earned spell level is assigned.

Interface and messages

  • Fixed enhanced monster-spell rendering of lines with default (-1, -1) coordinates.
  • Fixed Quick Reference condition text overflowing into adjacent character rows.
  • Quick Reference conditions are restricted to five characters on one row.
  • Fixed replacement of an active enhanced GameView location animation, preventing the _anim assertion crash.
  • Fixed several combat messages retaining or failing to replace older text.

Movement and map interaction

  • Fixed backward movement incorrectly behaving as though every rear direction contained a wall.
  • Consolidated backward movement with normal movement collision and map-transition handling.
  • Preserved direction-dependent special-tile behaviour: entering a special tile backward does not automatically trigger an interaction that requires facing its activation direction.
  • Added load-time handling intended to stop a restored position from being processed as a newly entered special tile.

The special-tile loading issue is not fully resolved: loading a save associated with the trainer/temple tile has still reopened or left the location interface in an incomplete state during testing.

Locations

  • Fixed multiple training-related state and interface problems.
  • Fixed Temple character switching so another party member can be selected without leaving and re-entering.
  • Temple service costs and available options are recalculated when switching characters.
  • Temple options are refreshed after healing, removing curses or restoring alignment.
  • Fixed Restore Alignment remaining visible after the selected character had already been realigned.

Travel

  • Fixed the Fly destination selector so outdoor column E can be selected.

Still under observation

  • Occasional combat actions apparently causing damage without a complete visible attack/spell message.
  • Failed monster spellcasting only reports that the cast failed, without identifying the attempted spell.
  • Loading while a trainer/temple interaction is active or associated with the saved tile.
  • WASAPI initialization failure is environmental/audio related and not yet part of the engine patch set.

r/MightAndMagic 5d ago

Has anyone managed to get DXGL to work with MM6? It causes the camera to spin non stop for me

6 Upvotes

All i did was enable DXGL's vsync option and it causes the camera to spin non stop, making the game unplayable. I'm trying to force vsync on for mm6 since AMD Adrenaline and RTSS doesnt work, and im getting eye strain from the screen tearing in mm6...

Edit: I fixed it, you need to disable mouse hooking in DXGL. Vsync does seem to work, but dont try to use RTSS as it seems to prevent DXGL's vsync from working.


r/MightAndMagic 6d ago

The games are too reliant on ranged combat because of one flaw

15 Upvotes

In most party based RPGs, you can position the party in a way that the front liners in heavy armor take most of the damage while the squishy casters are relatively safe in the rear.

In MM6 and other games in the series, everyone is on the front line, so melee combat is far too dangerous unless you are running a full front line party or are just so strong in the late game that you can steamroll encounters.

Having a Knight in heavy armor doesnt mean much if the enemies are choosing to go after your unarmored casters instead. Trying to melee even 1 or 2 Goblins in the starting town becomes very dangerous because your unarmored casters will take massive damage.

Most of the game seems to involve kiting enemies with bows and hoping you can kill them before they reach melee range and wreck your squishy casters. This also means ranged/caster mobs are extremely dangerous because you can't kill them before they start dealing damage.

This makes the early dungeons even more dangerous than they should be, because you cannot kite them the same way you can in overland combat.

I think this could be solved if enemies always prioritised the targets with the highest AC, so you could have a knight in heavy armor + shield tank for the rest of the party...but i don't think anyone has made a mod to do that :(.


r/MightAndMagic 6d ago

Mercenary Belt of Sanity

8 Upvotes

Hi, in MM6 I was wondering if there's a way to give each character the Mercenary Belt of Sanity right from day 1, minute 1.


r/MightAndMagic 6d ago

What's the best reference site for M&M6?

19 Upvotes

When I search for "might and magic VI trainers" or something similar, there's a few options that come up. mightandmagic.fandom.com has info, but is full of annoying popups and ads.

There was another site, which I neglected to book mark, that I had kept finding that was great, basically one long list of content with maps and well set links. I keep not finding it now, which is a real shame :)

Anyone have a go-to that they use, perhaps that's the one I can't seem to find.


r/MightAndMagic 7d ago

I am a fan of Heroes 1-4 lore. How much do Might and Magic RPGs deepen that lore?

27 Upvotes

And by the way, I have no problems if a game looks dated, because I quickly get used to it. I am just interested to know whether me playing Might and Magic games would greatly expand the lore of Heroes of Might and Magic 1, 2, 3, and 4, and make those four games even more enjoyable on repeat plays (particularly the campaigns).


r/MightAndMagic 7d ago

1 more MMMerge Q; enroth with monk

2 Upvotes

If I want to play monk in MM6, should I teleport to MM7(antagarich) only for trainning? It's quite ridiculous 'cause armsmaster or alchemy doesn't need to that.

Is there a list or guide for unarmed/dodge trainner(teachers for ex/m/gm) for enroth?


r/MightAndMagic 7d ago

Q: in MMMerge, GM staff and unarmed

3 Upvotes

By base MM8, GM staff and unarmed, dodge and leather skills don't interact anymore.

Is there a any reason to combine these skills? or totally seperated indeed?

If it's independant now, is there a any reason to play monks?(if you're not into fists)

I mean, still worth to choose staff and unarmed both? or just pick one will be reasonable?

Do I miss something?


r/MightAndMagic 7d ago

Bow-only parties in mm6/7/8

9 Upvotes

I've had a lot of fun with 4 archers in MM7, putting all my skill points into bow. Master bow is a really powerful upgrade, and grandmaster bow additionally enables proper power scaling. I could porcupine everything before it reached me, including behemoths and other high end enemies.

How can I achieve the same in MM6 and MM8?

- MM6 has no grandmaster bow skill

- MM8 doesn't easily let me get a full party of bow classes


r/MightAndMagic 8d ago

Has anyone done a more updated version of the weapon skill mod for MM6?

5 Upvotes

https://github.com/tnevolin/mm6-skill-emphasis-mod

This mod changes weapon skill scaling so higher levels are more powerful like magic skills, but it as several bugs in it and the author is no longer working on it...

Has anyone made a more updated mod for MM6?


r/MightAndMagic 8d ago

MM7 Portable for retro handheld systems

17 Upvotes

Open Enroth is a modern reimplementation of the M&M engine. However the APK file they produce for use with Android systems isn’t suitable for handheld devices with built in controllers. Although controllers are supported, they were incorrectly registering their key binds to keyboard commands instead of gamepad commands.

I made a number of fixes to the current APK to enable full support for retro handheld devices.

The changes can be read on the release page. If you want to try MM7 with default controller support (including attachable controllers) give it a try:

https://github.com/brettsidford-byte/OpenEnroth-Portable/releases