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Old 03-19-2008, 07:24 AM
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Post Might and Magic VII MM7Rev4Mod Released

Celestial Heavens forum member "asterix15" has released a "MM7Rev4Mod" mod that adds new quests, map areas, and graphic enhancements to 3DO's Might and Magic VII. If you intend to play through some of the classic Might and Magic games anytime soon, you might want to give this a whirl.
The MM7Rev4modR1 provides a modified game sequence for the original Might and Magic VII gaming world.

About 30% of the game ‘events’ code has been altered and about 50% of the game map areas have been modified in some way or another.

The mod is completely changed with new quests. You can also come back to Emerald Island which is also a new feature.

A few graphic ‘enhancements’ have been contributed by the ‘modder’ Pascal by way of custom weapons and armor.

It appears that Release 2 of the mod is out, along with its first patch. The updates:
The R2 Light Path release includes the following changes and additions.

1. Fourty-five new game 'events'.

2. Three new Quests; one essential and two optional.

3. Five 'new' (modified) map (dungeon) areas; The Gauntlet, The Coding Fortress, The Kennel, The Vault, and The Treasury.

4. Five new NPC's including Lord Godwinson and the Coding Wizard.

5. A one-time capability to select a new character class (profession) for each party member.

6. A direct entrance to Yori.

7. An 'altered' essential quest completion sequence prior to 'EndGame'.

8. Various and sundry minor 'tweaks' and 'changes'.

Thanks, RPGWatch.
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Old 03-19-2008, 08:07 AM
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That's unusual. We keep hearing about attempts to redo the Ultimas, but hardly ever the M&M series. I haven't played M&M 7 in about 18 months. Maybe I'll pull it out.

EDIT: He's working on revision 2, which won't be ready until May. I'm thinking it might be a good idea to wait. Plenty of bugs listed here.

EDIT 2: Filefront has a revision 2 already, plus a patch for 2. Which makes the info in the head of this thread very dated.
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Last edited by fable; 03-19-2008 at 08:42 AM.
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Old 03-19-2008, 09:15 AM
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Thanks for pointing that out, Fable. I've updated the original news item with information about Release 2.
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Old 03-20-2008, 06:38 AM
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I checked the mod out for several hours. On the good side, it does mesh in several quests that fit seamlessly, and switches around the triggers for a few others in such a way as to cause the player to do more than move around by rote. Questgiver "dialog" is well written, and without spelling or grammatical errors.

On the other hand, the mod's developer has placed a +13 shield, an amulet conveying +15 to armor, 3 bows of carnage (with explosive "fireball" style damage), a +12 sword and a +10 sword (with vampiric damage) all in the very earliest game section, because, according to his comments on discussion board, you'll be tackling very difficult monsters, soon. That careful progression so notable in the M&M series is gone. As a result, the early stages of gameplay are boring, and epic battles that required careful strategy are just a matter of standing at a distance and shooting arrows at groups of advancing monsters, who are dead in one or at the most two volleys. I've gotten through roughly 10 hours of game play in my first 90 minutes of mod play.

This really bothers me, because I'm not interested in munchkin cheats. Your mileage may vary.
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