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Posts from Might & Magic X: Legacy

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13 years ago
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I would like the tenth installment to retain the melody ("chime") that plays when receiving or completing a quest (the same melody used to play when drinking from a fountain/barrel), as well as the sound of an opening door/rising elevator. And I would also like them to keep the "tradition" of animated images and accompanying "descriptions" when entering a dungeon. These small details will create the old, familiar atmosphere.
In reply to Mark.K-94
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13 years ago
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Well, here’s at least some description of the character, with visible characteristics and bonuses. We’re waiting for the rest.

Might & Magic X: Free Mage

The Free Mage is a master of Air Magic. But she also has great flexibility to use other schools of magic. Her life can be very short if she becomes the target of an attack. Magical concentration is her forte.

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In reply to ОMEGA
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13 years ago
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Interesting portraits on the right. And where are the curse, paralysis (just a normal one this time, please), poison, disease, and petrification spells? Well, at least petrification is more or less clear.
But overall, I don't like the idea of narrowing down specializations. I've already had a hard time accepting the need to choose between Dark and Light magic, and now they're going to separate the elemental magics too?! :(
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13 years ago
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Well, as can be seen in the post on the previous page, no other states are visible yet. By the way, it's interesting why damage models are shown on female characters. Are there misogynists among the designers?
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13 years ago
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By the way, if anyone wants more details, you can find a slightly more complete description of the Free Mage here.
Slonysh
Where are the curse, paralysis (just a normal one this time, please), poison, disease, and petrification?

According to the developers, other status effects will also be available, but they won't be displayed on the portrait.
In reply to ОMEGA
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13 years ago
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OMEGA
By the way, it's interesting why the damage models are shown on female characters.
So they don't get accused of promoting homosexuality, of course. :smile29:
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13 years ago
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I got tired of waiting for rare Russian news updates, so I finally decided to switch to the official English-language blog. I will translate articles when I have the opportunity. Right now, I've translated the blog article Trainers and Character Development (the original is at the link). Some of you have been asking how character creation and development works in MMX. What happens automatically, and where do you need to allocate points manually? And what role do trainers play in MMX? Here's a brief overview! (Please note that all screenshots were taken in the current version and have a "work in progress" label. They have also been cropped and resized to fit on the page.) PARTY CREATION. When creating a party in MMХ, you can create it manually, use a standard party, or choose a random one (we already explained this in one of the previous posts). But whatever you choose, think carefully. Once you start the game, you will no longer be able to dismiss or change party members. CHARACTER SELECTION. When creating your own character, you can choose a class (which also determines the race), gender, and change the default character name to your own. Moreover, you can change the character's portrait, choose a voice, change attributes, and select additional starting skills. Each race has its own characteristics; for example, humans have greater resistance to light magic, and dwarves have more HP. CHARACTER ATTRIBUTES. Each character has the following attributes: Might, Magic, Perception, Destiny, Vitality, and Spirit. You can only increase attributes; you cannot reduce them below their initial value. Each character has 5 points that you can use when creating the character. Of course, attributes can be increased during the game. (This is not an in-game screenshot.) SKILLS. Skills allow a character to learn spells or increase stats. There are also skills that grant special abilities (e.g., hitting twice or increasing critical hit damage) or allow you to wear certain items. For example, there are skills that allow you to wear medium or heavy armor. Without them, characters can only wear clothes. Each class has certain starting skills. You can choose two additional starting skills for each character. All starting skills, both those chosen by default, are at level 1. When you spend one skill point, the skill increases by one. If the skill has the maximum possible level for the current tier, you must visit a trainer to unlock the next tier before you can invest more skill points in it. There are four skill tiers: Novice, Expert, Master, Grandmaster. Each tier provides special bonuses when unlocked. These bonuses have a cumulative effect, meaning that existing bonuses will not be lost when transitioning to a new tier. The Novice tier is available by default. But to get Expert, Master, or Grandmaster, the character must visit a trainer. Additionally, Grandmaster can only be obtained by characters who have advanced in class. CLASS ADVANCEMENT FEATURES. Each class can be advanced to an improved version. For example, as mentioned here, the improved class for the Freemage is the Archmage. The improved class gains access to the Grand Master tier in its skills and generally enhances the character with additional attribute points and resistances. LEVELING UP. In MMХ, leveling up happens automatically when a character gains enough experience to advance to the next level. When a character gains a new level, they receive a certain number of skill points that you can use as you wish. The rule for allocating skill points must be followed. Plus, with each level up, the character receives five attribute points that can be freely allocated to them. Also, the maximum amount of HP and mana automatically increases, depending on the class. THE ROLE OF TRAINERS IN MMХ In MMХ, you do not need to visit a trainer to level up. However, they are necessary to obtain higher skill tiers. Trainers are located throughout the map, which means you need to find them first. When visiting a trainer, be sure to bring money with you! AND HOW DO MY CHARACTERS LEARN SPELLS? If you want to teach a character spells, you must buy them from merchants in magic libraries, which can be found in the most populated areas of the Agyn peninsula. Again, make sure you have enough money to buy them!
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13 years ago
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It seems that the classes are the same as in Might and Magic IX. The previous series had half-orcs.

Regarding the status effects: does this mean that only 3 images will be universal: "Good", "Sleep", and "Coma"? Will "Illness", "Poisoned", "Drunk", "Madness", "Curse", "Paralysis", "Petrified", "Dead", and "Destroyed" not be displayed?
In reply to Mark.K-94
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13 years ago
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I really hope there will be some kind of indicators for them – in previous versions, paralysis was a terrible thing because of the almost imperceptible change in the portrait, and if poisoning and madness are also not displayed, it will be a disaster.
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13 years ago
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What is the first-person turn-based mode like? Is it similar to games in the quest genre?
In reply to Mark.K-94
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13 years ago
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Turn-based mode was present in all Might & Magic games, but few people used it. The turns of the heroes and monsters alternated with a pause.

But who needs it? Where's the fun, where's the adrenaline, the poison, the arrows, the fireball, the lightning, the healing, oh no, healing the wrong one, mass distortion, remove madness, sparks on that slime, sparks again, oh no, I'm out of mana, potions, potions, who has potions, magic resistance, remove the curse, and damn it, my last hero is paralyzed, what should I do!!!
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13 years ago
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Mark.K-94
Judging by all accounts, the classes are the same as in the 9th installment. The previous series featured half-orcs.
More likely, it's a reference to the 8th installment. In that game, class and race are one and the same.

As for the turn-based combat, it will be something reminiscent of the early installments (real-time combat only appeared in the 6th game) and Legend of Grimrock. The interesting question is whether movement will be available during combat?

Added 2 minutes later
Slonysh
But who needs it? Where's the fun, where's the adrenaline, poison, arrows, fireball, lightning, healing, oh no, I healed the wrong one, mass distortion, remove madness, sparks at that slime, sparks again, oh no, I'm out of mana, potions, potions, who has potions, magic protection, remove the curse, and damn it, my last party member is paralyzed, what should I do!!!
And the last time, I finished off the dragon caves with a lightning axe dealing 1-6 damage and a flaming sword dealing 1-6 fire damage. It was long and agonizing, but I managed.
In reply to ОMEGA
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13 years ago
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OMEGA
More likely a reference to Might and Magic VIII. In that game, class and race are unified.
Ugh, I meant to write races, not classes. :rolleyes:
In reply to Слоныш
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13 years ago
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Mark.K-94
What is the turn-based mode in first-person like? Is it similar to games in the quest genre?
I didn't notice it right away. Have you never played in turn-based mode? Overall, it looks like this: enemies stand opposite you, and you take turns attacking each other.

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