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Open dev news >

  • Posted By: LE-Larissa
  • 82
Tags: Game mechanics

Comments (82)

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Aeon1977
August 20, 2013 17:59:34
This is fine stuff. But the passing of time is not good at all and heavily needs correction, as most of the early access players see it the same. I know, we´re speaking of fantasy but as I consider one tile = one step, taking 15 minutes for one step is ridiculous. And so day and night passes way too fast. And I think, dawn should begin at 6am, day at 8am, dusk at 8pm and then night at 10pm.
18
rsurdal
August 20, 2013 18:29:24
I agree. When night turns to day before you can walk from one end of the city to the other, you know times passing waaaay to fast.

I also had times when I couldn't do anything at all in combat, and had to restart the game. It's not that I loose the action buttens. I've done that too, but you can put them back. Sometimes you just can't do anything. Is this a bug, or can you simply not do any moves if your party is to tired?
12
Aeon1977
August 20, 2013 18:32:40
This seems to be a bug which is going to be fixed until final release next year, I am sure.
1
AlexanderKH74
August 20, 2013 19:11:39
Seems time is going too fast
14
Kmanfree
August 20, 2013 19:32:35
I hope the game world opens up into a large explorable expanse. Also like to add the time passing in town at least we know is currently bugged, passing way to fast, I think it is stuck on the outerworld time per step in town.
3
k0syak
August 20, 2013 20:02:58
Any plans for DirectX 11 features ?
Why player can't drop inventory to the ground? Strange limitation.
What is about flying (spell, boots :)?
4
filiphoel
August 20, 2013 21:11:20
*Monsters don't move, and your not able to use any abilities or cast spells, you have to reload a save to start over.
*Unable to rest except at the Inn, and party gets tiered to fast (not sure if this is correct).
*Targeting system needs improvements, can't pick your target sometimes clear enough.
*If able, some visual effects on the gear that you put on your character (character displays items put on). would be awesome!
0
mr3LiON
August 20, 2013 21:33:20
Why don't you make different time cost for different terrain types on the world map? For example travel by paved road costs 5 minutes. Country road costs 6 min. Dirt - 8 min. Grass - 10 min. Forest - 15 min. Swamp - 20 min. This will motivate me to use road instead of "shortcuts" if I in a hurry to the town before dusk, when creepy monsters spawns. Or in a special quests, as you mentioned, when I must reach special destination before dawn. And if I'm late, then quest is failed. What would u say?
3
mr3LiON
August 20, 2013 21:36:57
In addition: different terrain types and different time costs will help you to explain to some players, why you actually use tile based movement :-)
0
anikkane
August 20, 2013 22:07:46
Too bad there is no base material for random items, like iron, silver, obsidian, etc. Current prefixes and suffixes seem a little limited, based on the description.
5
Lastjack
August 20, 2013 22:39:46
There are some weird things .... Like why do we get taller when we get out of the city ? When inside and looking through the gate, we see a giant rock .. While outside, the rock is far smaller than expected, and when looking behind, the town became tiny too .... That's really really weird ... It breaks immersion, it seems fake
1
Lastjack
August 20, 2013 22:44:35
And OMG those weapons whe keeps breaking ....
7
Soul_Crystal
August 20, 2013 22:45:22
@LastJack The way they've worded it in the article makes it sound like that when we get into the explorable zone outside of Sorpigal, we're technically in the "world Map". Like those old 2D games that would have your party wander on the world map with occasional random encounters and vision of where the cities are. It is a bit odd, but its also a detail i didn't really notice until you pointed it out.
0
Schlangenhund
August 20, 2013 23:16:05
will there be a difference about travel possibilities on weekdays? e.g. a ship from sorpigal to "anywhere"? or on Weekends and at nights will Shops Close? it would make the game world more realistic, no one is Standing 24/7 behind the bar.
2
Isleofterra
August 20, 2013 23:22:48
some questions:
1) Is there a chest to stock items?
2) will be possible to turn off text indicating day or night is arrived?
One or two fold is great but after one hour of playing, it is redundant and pop up is painfull.
3) In M&M 3 or world of xeen, there is a huge combination of effetcs in items.

For example, I finish more than five times M&M 3 and at each time, I had different equipemebnt and items that I don't have in another party.
In M&M 6 and after, it was very limited.
7
Isleofterra
August 20, 2013 23:24:13
4) is it possible to annotate the map like in Ravenloft or baldur's gate?
6
Tomahaukka
August 21, 2013 00:10:03
I did notice the choice of words "A certain terrain (e.g. water) can be blocked for your party unless they have a certain blessing", which does make me feel a little sad.

Why couldn't there be non-combat skills? Might and Magic IV and V had them, and if enough party members had the particular skill (which had to be learned in specific locations), they could traverse different sorts of terrains: Mountains, woods, and shallow watter.
2
SirChet
August 21, 2013 01:28:13
I think the ability to accidentally loose an attack icon should be fixed.

I do like the idea of clicking and dragging an icon to a more favorable location, but let's not have it disappear if we accidentally drop it.
3
chrismarkusen
August 21, 2013 01:29:48
I am absolutely stunned at how much you have managed to put into this game so far, and not only that but you have retained so much of the original feeling of the series. I know this is just a video game, and I know you guys are just human developers, but I AM IN LOVE! Thank you so much for doing this. What you doing with my favorite series really touches my heart. I really thought I would never see another MM again. Keep going! Make it magical! Squeeze every last drop of magic out of this title!
8
KyleSeton
August 21, 2013 02:07:45
AWESOME RELICS FOR THE WIN!!!!!!
0
SirSmokeAload
August 21, 2013 02:14:59
First of all, thank you for making this, it's awesome!
Now I have some remarks/suggestions though:
- slower day/night cycle
- it would be nice that there's a text of some kind which tells us what building we are actually about to enter
- an indication of the name of a house(inn/smith/etc)when you hover over the mini-map
- One team member who can give a potion to another in combat
- a healing spell
- don't let weapons break so fast =)

(sorry if some suggestions are in the wrong blog...)
17
SirSmokeAload
August 21, 2013 02:19:14
crafting skills would be very nice so we can make our own weapons/armor/potions =)
2
Brokenprism
August 21, 2013 02:28:22
Issues:
1. I lost my attack buttons, and was furious that i didnt realize they could be reattached from my "Spellbook"

2. on the second guy immediately out of town, i made all my attacks, then he didn't step forward, and after 15 minutes of staring at the screen it never came back to my turn.

3. like everyone else pointed out the passing of time is way too fast. get exhausted after 30-40 "turns" is crazy.i do like that i can rest anywhere with "R"

p.s. I know its beta, I love you.
2
bod669
August 21, 2013 03:39:09
Issue.

1) Combat seems to be a bit overwhelming for low levels. With not having heal spell that I was able to find potions seem run out fast.
2) movement see VERY sluggish. To be honest the turn system for this game like this is kind of out dated. I would like to see maybe a time limited when out of combat then turn when in combat.
3) I like the day and night that great but I think it needs to be a bit more stream line not a like a cut scene.
4) Item break that needs to change. Field repairs
-2
AlexanderKH74
August 21, 2013 07:12:44
Some issues after 2 days ingame:
-time is running too fast as i say (and many others)
-day\night should be "bit more stream line not a like a cut scene" +1
-items getting broken too fast (2-3 battles)
-potion's shop runing out of potions very fast and don't respawn(
-change default cursor-arrow it looks bad in MM world :) (or maybe it's my problems whith graphics?)
-unable to "scan" enemy stats (how can i decide fight or not? I have been raped by undead and cyclope in cave)
5
AlexanderKH74
August 21, 2013 07:20:58
problems i found:
-smugglers capitan don't attack if you let him go in dialogue and player can kill him easy after this.
-pressing F9 to fast load
-unconscious condition don't restor by rest (or maybe it's ok)
-sometimes game stops in turn-based mode, but enemies dont move, and my party too...
-if player attacks non-stop (holding 1) so enemy "walks away" from screen
2
Lastjack
August 21, 2013 09:15:02
I think you should reajust the height of the party / mobs / tiles on the travel map .... I think beeing smaller will make the world bigger, more immersive and realistic. I'm thinking about the tiny town we leave behind when we get outisde ...
Inside the town, proportion are juste great, realistic, but when getting outside, it is ridiculously tiny ...
1
Lastjack
August 21, 2013 09:18:22
And other thing : Mana ! My freemage run out of mana after 3-4 spells and become useless .... And all the job is done by the barbarian + defender .... The ranger become useless too when he can use his bow ... Dagger damage are really too low ... At least, let him hit 2 times !

Eventually, i went with 3barbarian + 1defender .... It was far more effective ... when the weaps dont break .....
2
Mirae11
August 21, 2013 11:40:45
Do the experience points from quests go to uncoscious and DEAD members? (for example in MM6,7 experience was shared even to dead memebers so playing solo character was much harder (solo by drowning other 3 in the beginning)).
0
Tomahaukka
August 21, 2013 12:25:28
I noticed a few comments about losing attack quick keys from the action bars. I think attack, shoot and defend important enough for their own keyboard shortcut, outside of the action bar.
5
Stefan-Arg
August 21, 2013 14:47:26
After playing in the M & M X Legacy I found very few good points and a lot of negative. By the way a lot to say about this game, but I will say in short that I want from you:
recycle geypley (flick)
remove unnecessary outlines opponents - they are really unnecessary
increase the time of day and night
and of course, if necessary, hold better release of the product - it will be better and do more but higher quality!
-3
Stefan-Arg
August 21, 2013 14:47:26
After playing in the M & M X Legacy I found very few good points and a lot of negative. By the way a lot to say about this game, but I will say in short that I want from you:
recycle geypley (flick)
remove unnecessary outlines opponents - they are really unnecessary
increase the time of day and night
and of course, if necessary, hold better release of the product - it will be better and do more but higher quality!
-2
Daver930
August 21, 2013 16:08:01
Game is keeping me interested except for one issue that is driving me crazy. Sometimes combat will just stop... game does not freeze it's just the opponent doesn't do anything and I have to restore to a previous save. Mentioned by others... items on quickbar disappear but not really a big deal...

One last thing that I managed to fix. I had a K-lite codec pack installed and it seems the opening video for the game did not mesh well with one of the video decoders...reboot required.

good work
2
LowcaAniolow
August 21, 2013 16:23:21
Thank you for making this awesome game. Le me give some feedback
-Quest log seems to display more then one text in the same area. After completing first quest I've seen green text over black one.
-Maybe there should be button to end combat round and set unspend actions to defence?
-Please add basic attacks and defense outside small action bar. Maybe some shortcuts?
-I would like to see item comparision with equipped items
-I do not want to exit shop to see what i'm wealding/wearing
-map legend?
11
gethyn
August 21, 2013 16:47:42
Problems: as many others have said, days too short
2) Breakage too easy and repair means return to city!
3)useful to be able to write tags e.g on shops to save memory!
4) would be nice if world map showed where you are/ local map showed where you were headed for
5) 6 days supplies not enough and cost for 1-6 the same--silly!
6)no restocking of shops especially potions
7) hirelings appear useless
15
gethyn
August 21, 2013 19:06:53
further: 1) healing with potions of one character by another seems entirely reasonable but not possible--even if this could only occur after battle as
2) 'second rank' light armoured characters seem to be targeted as much as front rank characters so the healer gets taken out early
3)enemies such as nagas seem to be able to do damage on the diagonal--though
4)some enemies do not appear to move till suddenly they attack you even though they are apparently some distance away
5)too few arrows/fight
2
Scraelos
August 21, 2013 19:18:12
Some bugs, that I found:
1. Food is beeing consumed, when party rests in tavern
2. Sometimes enemy just stops making turns. I reproduced it many times, when used "Gust Of Wind" on Kenshi.
3. Sometimes, enemy is shown in other place, while his point on minimap is near party.
7
SirChet
August 21, 2013 21:35:58
When one party member is afflicted the party cannot rest. This seems silly due to how fast time passes.

My wizard was paralyzed and the only fix was in town, so I headed back there but it was apparently a very long journey because my party got so tired they became feeble minded.

The paralyzed party member is fine when the party is traveling, but if they stop and try to rest I guess she complains too much? :)
1
Legionofdead
August 21, 2013 22:20:53
Hi everyone!

Firstly what a joy to discover that M & M old school back today!
M & M 6 in particular has illuminated me during the whole night. I hope to find the magic of the game

I do not know if many players agree with me but I think in any case that the movement system is not very nice, in fact the feeling of moving on as a failure, very square notch game of stop and all but the trips can be compared to M & M 6,

I would Haste can I move with more freedom and fluidity.
0
Legionofdead
August 21, 2013 22:20:54
Hi everyone!

Firstly what a joy to discover that M & M old school back today!
M & M 6 in particular has illuminated me during the whole night. I hope to find the magic of the game

I do not know if many players agree with me but I think in any case that the movement system is not very nice, in fact the feeling of moving on as a failure, very square notch game of stop and all but the trips can be compared to M & M 6,

I would Haste can I move with more freedom and fluidity.
1
Legionofdead
August 21, 2013 22:20:54
0
deadlybunny
August 21, 2013 22:49:32
Has anyone managed to reach the Castle? It says that we have access to the Castle, but I cannot, no matter what I do get there.
0
mwip57
August 21, 2013 23:07:07
Repeatable timeout when casting gust on "Kenshi" when a Priestess is nearby.

As many others have said the day/night cycle is too fast. I should be able to walk a few steps outside of town without having the entire day pass
1
arain.20
August 21, 2013 23:28:19
We need a better framerate and more intense enviroment, for example I would like see a griffin fly over Sorpigal, children running, people go for a walk,etc. Also the music should to be more intense (or louder than sounds).

The gameplay, heroes, skills, artifacts, objects, scrolls, etc, I like them very much.
2
SirChet
August 22, 2013 00:15:58
I've noticed that sometimes, OK almost all the time, when I click on the attack/ranged/magic icon sometimes it takes as many as three times before it actually works, sometimes this results in the next character doing the same attack because I clicked it twice and when it finally acted it moved to the next character.

Has anyone else stumbled into a cyclops cave? It's cool, but all you can do is stand face to face with him because he never attacks and neither do you and you can't leave either.
0
SirChet
August 22, 2013 00:20:52
I'm going to have to sit this one out for a while. I appreciate the early access and helping with polishing of the game, but this is basic Q&A we're doing here. I didn't pay to be a Q&A tester, that should be free for those dedicated enough to volunteer their services.

I'll check back in a month or so.
0
Soul_Crystal
August 22, 2013 02:27:50
@Sirchet I"ve stumbled into two cyclops caves, and if you rest while in the cave or step forward, you initiate combat. I like them because while cyclops are easy to kill around level 3, they give you awesome drops that you can use against harder mobs like Mamushi and Luke in the Den of Thieves. Sorry to have you sit out the early access like that though :c you should play MM6 while you wait that month :D
0
dannaies
August 22, 2013 02:54:28
Nice job so far. Issues: Item 404 'testscrolltorchlight' needs the name updated for release. Same issue with combat stalling between turns that others have noted. World Map points (Lighthouse & Thieves Den) were gone when I logged back in. Filipe, in Sorpogal 21, 4 listed two different prices for hiring a pack horse (0, and 1400).
1
dannaies
August 22, 2013 02:58:31
Things I like: The random party create looks like a great idea for replay value. The overall feel and style is excellent. Things I would adjust: Make diagonal attacks possible. Allow map annotations. Have a different mob reaction when an attack fails. Overall, a great game for those of us nostalgic for M&M. Don't know if it will appeal as much to new players.
2
Beeskie
August 22, 2013 03:45:16
The Game is Basically Unplayable...
Core i7-975 ee (4.20Ghz)
12 Gigs Ram at 1800 (9-9-9-24)
Mushkin Sata III SSD
Gigabyte Sniper Board
2 MSI GTX 670

I get 8 Frames per second on VERY HIGH and ULTRA all
I get 10 Frames per second when I drop to Medium all
0
Sador42
August 22, 2013 04:46:44
Please read...

Interface is still a little clunky.

For the 1-0 at the bottom of the screen, for spell caster need an ARROW so we can have several rows of 1-0 spell slots.

MAP, when hovering over the white circles and doorway icons, need to have pop up text saying what it is - I hate trying to memorize where everything is at. If I was in the world as my characters we would write this down on our map!
2
JuneAgain
August 22, 2013 08:07:59
I can't take this "Legend of Grimrock style" movement system. Why it's not like in previous games with step mode for combat? It was perfect.
2
xunt2010
August 22, 2013 08:30:10
Good work guys, finaly, after year, a breath of old school RPG games.
However I wantet to report some bugs:
Very often when I try to cange area (Ex. entering the lighthouse, going outside the city, and so on) the game siply doesnt do the action, I remain in the same position and I must restart the game.
I've got problem loading the game, often the game simply stuck, and I have to reboot the game.
The F9 button (quick load) doesn't works, when pressed appears the scheeme as you are died....
1
xunt2010
August 22, 2013 08:55:01
Sorry...a lot of thing to say..

I encoutered some problems SAVING the GAME

with traditional save: simply the saved game appears in the list but when subsequently I try to load it doesn't exist. with quicksave: sometime doesn't load the last saved game.

The button "Continue" at the start menu doesn't works.
2
Toshwhite8
August 22, 2013 10:45:50
Hi,

Thanks for bringing back might and magic series! I have a few notes, but will try not to repeat what others said already:

1. Implement character mana regeneration. Once shops run out of supplies the only way to restore mana is resting. (as far as i know)

2. Fast travel using world map (annoying to repeat slow travel back to town every time someone becomes unconscious or weapons break)

3. Unconscious condition should be removed after resting.

4. Monster rendering distance is way too far
6
Toshwhite8
August 22, 2013 11:12:47
P.S. In my opinion Might & Magic VII for blood and honor was the best game of MM series. MMX game developers should really try it out (if they didn't do it yet) in order to feel the game spirit :)
7
Legionofdead
August 22, 2013 11:34:53
@ TOSHWITE8: I really hope so they will be able to recreate a maximum of things to do VI and VII of the most successful of the series.

- Enhance Travel System.
- Ability to draw diagonal.
- Set day / night cycle.

Here is the moment which comes directly when I play.
0
quagmeier
August 22, 2013 11:58:05
+ Die Charaktere sind zu schnell erschöpft, einmal durch neu sorpigal und man muss schon rasten, die tage sollten länger dauern.
+ des weiteren verschwinden die negativ Symbole bei den Portraits nicht, wenn man Abhilfe geschafft hat.
+ das Spiel speichert nicht mehr richtig.
+ geringe manaregeneration beim laufen wäre gut.
+ die kurze schrittpause zwischen den flächen empfinde ich persönlich als störend.
+ im kampf wünsche ich mir einen kampfrunde-aussetz-button
0
LowcaAniolow
August 22, 2013 14:24:04
I'm still trying to figure out why there is no trade skills?
I could be nice to have:
-reapair
-medicae
-treasure hunting (some teams will be without mage and his magic eye)
-lore (id items)
-hunting(id monsters, gain food)
-alchemy
if you fear about skill points just add them as new skill group with separate skill points pool. I would really be great if my team could have that skills and use them even to solve some puzzles and quests.

Combat formations could be nice. shooting form back line
2
Toshwhite8
August 22, 2013 16:46:07
A more advanced spell view showing how it will change at expert, master and GM levels would be nice. For example basic "burning determination" spell lasts for 1 turn and at expert level it lasts for 2 turns, but there is no info showing how it will change before learning expert or higher levels. Its like blind learning.

Also would be great to be able to not just rest, but also skip time and see current date and time.

Cheers
4
Mansoon_V_Tepes
August 22, 2013 17:18:33
The game is enjoyable so far but could use some more fine tuning in several systems. Movement could be sped up a little bit by setting the time to transition from one square to the next to zero allowing a fluid stepping method like those in MM3 through MM5. Changing the spell costs for beginner level spells to more appropriate costs such as firebolt for 7 or 8 instead of 20+, the same for the other spells except those from light and dark school. Damage could be adjusted on the spells as well.
4
Mansoon_V_Tepes
August 22, 2013 17:32:48
It would also be nice to see trainers for certain skills like those in the earlier might and magic games (Path-finding, Swimming, etc.). The map system used while it does work could be tweaked to allow for players to mark points of interest by placing notes rather than having to rely on memory for every location there is (which can be a rather daunting task). The transition cycle from day to night could also be adjusted by lengthening the time in which each cycle lasts.
2
Mansoon_V_Tepes
August 22, 2013 18:04:19
The shops need to be tweaked so that they restock after perhaps a week or so of time has gone by to allow players to outfit themselves or have necessary supplies like potions. Combat could stand to be adjusted slightly certain monsters at the beginning hit 4 or 5 times which can easily one shot a wizard or ranger and bring a warrior type class dangerously low. At least in the starting area make it so enemies can not hit more than 3 times in a single swing.
3
fighterzealot
August 22, 2013 19:51:21
Oh ok glad I checked before I said anything skills listing is in the spellbook(wish it had its own tab but maybe im a little too picky) I like the the movement since it has that old-school feel to it but something is missing with the moving maybe speed it up a tad. Im glad you guys and gals are deciding to rez this series I love MM6&7 still play those games to this day. Please,Please,Please when the actual game releases allow stand-alone singleplayer. We all look forward to what this will becom
0
Lastjack
August 22, 2013 20:47:30
Do you plan to add other type of container ? because brown chest + barrel every 3 tiles, it's weird .... Emmersion breaker ... Even spiders have chests ... lots of chests .... Hope you plan to add container type like eggs (for spiders) boxes, tomb, etc .... Chest should be kept for the last container where the fat loot is ... It should be a reward to find a chest, after ending a dungeon or finding a secret ...
3
Isleofterra
August 22, 2013 21:24:54
Some comments about early access version
1) night/day cycle are too fast.
2) interface at merchants store are not ergnomic. It's less ergonomic than worlf of xeen. When I can buy items, I can't see caracteristics of items equipped.
3) There is a lack of loot. In 4 hours, I have less loot than in 30 min of M&M 3 or WOX.
4)static screenhots of house (merchant or not) are very ugly. Those of M&M 6 or even WOx are better.
1
Isleofterra
August 22, 2013 21:27:34
5) ambiant sound are bad. No different music between outside and merchant house (in wox, there is different music).
6) no animation in merchant store. In M&M 3 or wox, there was a little animation.
7) no french voice (in wox there was french voice). I hope that there will be french voice in final version.
8) some texts in french version are not translated.
-1
Isleofterra
August 22, 2013 21:31:45
9)game is the hardest might&magic (I have played M&M 2 to 9). I explain in french.

Dans les anciens M&M, on commençait avec 13-14 HP et on combattait des ennemis avec quelques HP. Ici on commence avec 50 HP mais on combats très vite des ennemis avec 100 à 300 HP, des ennemis qu'on rencontrait au niveau 10 après avoir pas mal visité dans les autres M&M.
On recontre très vite un cyclope avec 500 HP à peine niveau 2.
Il faudrait peut être revoir cette progression. C'était plus doux dans les M&M.
-3
Isleofterra
August 22, 2013 21:36:40
10) loading time is too long.
11) graphics are a little coulourless. It's less colurfull than in world of xeen or m&m 3.
12)interface is not very clear. The button to rest is not available directly. We must open inventory for rest or click on shortcut button (r).
13) There is lot of alaising even with max details (1080^p with gtx780 and all options at max).
-3
Isleofterra
August 22, 2013 21:38:53
14)automap in WOx or M&M 3 represented the differents ground (mountains, tress, grass, deserts, wall etc...). In M&M X, it's only white square. It's less easy to find our way.
15) weapons and armors are broken too easily. Somtimes, weapons are broken as soon as the first attack is made.
1
Wulfguard51442
August 23, 2013 06:38:03
Thanks for bringing back the series. But I am like everyone else on this blog. It needs a lot of tweaking.
1. Time. If my math is correct to walk out of Sporgial to the world from the blacksmith shop past 4 buildings is 27 tiles that equals over two hours to go less than 1/2 mile. In the world it is worse. 16 tiles equal 4 hours of time.
2. Shops don't respawn.
3. Combat freezes?

I will probably wait till you release it. I hope you do I would hate to lose out on the early access fee.
4
gethyn
August 23, 2013 08:50:48
Absolute musts:1) all characters should acquire a projectile weapon asap: if you do not have bow/xbow skill at the start, get it! They do not break nearly as easily and can do quite a bit of damage before enemy gets in contact. ESSENTIAL.
2)make sure each character has at least 1 spare weapon to avoid the tedium of going to town. Quick travel over explored areas (even if this consumes food) would be useful.
1
Lastjack
August 23, 2013 11:57:43
You should really really add some non-combat skills ... Even heroes 6 have some .... and it is not an pur rpg ... If you make an old school RPG, well, it is primordial ...

I saw a video of Wasteland 2, an old school RPG, and there are combat skills, thieves skills, social skills, scientific skills etc .....
3
Dveller
August 23, 2013 14:41:37
Make smooth transition between morning, in the afternoon, in the evening and at night. The nonsense turns out, took five steps, the morning, five more steps, the day, five more, evening. And why there is no opportunity to move to battle time if the monster approached closely? About stock already I am silent, it is clear that a dummy as in MM 6-8 you won't do...
1
onehotbabe
August 24, 2013 17:55:34
Couple things. Game looks great! been a long time M&M fan since the first, and being able to help out with bugs and suggestions is awesome!
Now I don't know if this is done on purpose but,
1 -After I cleared out all the brigands my mage died to a spider. I restarted to a previous save, went out to do it all again, and everything I killed was missing.
2 - will there be a way to put notes on the map? that would be very nice!

TY, M&M superfan
0
DreamWarden33
August 25, 2013 01:27:09
The transition from day/afternoon/night is too fast. The transition needs to be slower and more fluid just like the movement mechanics.
1
Microfox3533
August 25, 2013 02:44:14
Hello, All! I am trying to find a place to record problems. Problems: 1) blacksmith fails to repair crown and charges 75gp each time, 2) ghosts re-spawn too rapidly by a non-functioning door, 3) Caves have the name, "Cav" instead of Cave or Cavern, 4) I couldn't accept the Highwaymen quest from Rosalie with my first group, 5) combat still hangs, and 6) world map lacks any details.
0
Microfox3533
August 25, 2013 02:51:12
As a request, could we have the ability to apply our own notes to the world and local area maps? It would be a great help for me. In addition, are we going to receive a Lloyd's Beacon, which is a spell that allows us to set a magical marker that allows us to teleport back to that location when we want to, and a town portal spell?
4
DreamWarden33
August 26, 2013 13:42:39
To piggyback off of Microfox3533's comments, world and local area map markers and notes are a must. The "Lighthouse" and "Den of Thieves" markers disappeared from my map, then reappeared, then disappeared. The "Cryp" or "Crypt" did not show up at all. Also, "Jump," "Fly," "Lloyds's Beacon," and "Town Portal," were fantastic spells in the old M&M games. Are these spells going to be included in the final game. If so, grid based movement/combat works for me! Great job so far guys!
1
DreamWarden33
August 26, 2013 13:44:56
Go to "Forum - Technical Feedback" to report bugs/issues to Ubisoft.
0
wolfgirl69
August 27, 2013 21:34:18
I've just started playing and a problem I'm having is finding places after I've been to them. My area map has dots and doors on it but no labels to say what they mean so I can't find the merchants I want when I want them. It would be helpful if you could put the pointer on something on the map and see what it is.
1
ladyannna
September 22, 2013 19:24:24
my issues.
1 is there going to be potion making. like M&M 7
2 weapons disapeer from quick slot they remain on character
3 Duel wielding is not working
4 I agree on day and night its too fast
5 notes and map signs
6 shops restocking
7 barrels wells permanent stats
And most of all Thank you for yet another Wonderful Game
1
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