Might and Magic VII: For Blood and Honor
|Might & Magic VII: For Blood and Honor|
This game has a prerelease article
This game has a notes page
The seventh installment in the Might and Magic series.
- 1 Sub-Pages
- 2 Debugging Material
- 3 Unused Sound Effects
- 4 Unused Graphics
- 5 Development-Related Text
- 6 Developer Dungeon
The game has a working system for configuration via an .ini file. Not all options seem to work, but a big portion does. Some do only with a specific rendering mode (hardware or software).
To make them work create a text file named mm6.ini in the directory of the game. (6 is not a typo). List of options which can be altered:
[screen] vx1=8 vy1=8 vx2=468 vy2=351
- vx/vy — Viewport (3D window) offset from top left corner x/y. Is used since there is a border around the viewport.
- vx2/vy2 — Viewport resolution.
[debug] walkspeed=384 nomonster=0 nodecoration=0 nodamage=0 noMist=0 recmod1=1.0 recmod2=1.0
- nodecoration — Disables any 2D objects that are used for decoration such as trees, bushes, rocks and etc.
- recmod — Multiplier for recovery rate (how long characters need to wait before the next attack/cast).
[outdoor] RGBDayTop.r=81 RGBDayTop.g=121 RGBDayTop.b=236 RGBDayBottom.r=153 RGBDayBottom.g=193 RGBDayBottom.b=237 RGBNightTop.r=0 RGBNightTop.g=0 RGBNightTop.b=0 RGBNightBottom.r=11 RGBNightBottom.g=41 RGBNightBottom.b=129 nosky=0 nowavywater=0 gridband3=25 gridband2=15 gridband1=10 ter_gamma=0 bld_gamma=0
- RGBDay / RGBNight — In Might and Magic VI there are 3 rendering quality modes. Low and medium quality settings use gradient-based sky instead of a sky texture. This allows to alter the gradient color pairs for day and night skies. There is no way to switch rendering quality modes in Might and Magic VII so this is unused.
- gridband — Defines rendering distance for terrain. It is distributed between 3 layers and 3 is the farthest.
- ter_gamma / bld_gamma — Seem to be unused parameters.
[settings] nointro=0 nologo=0 nowalksound=0 nosound=0 mixerchannels=16
[mipmapping] ter_mm1=2048 ter_mm2=4096 ter_mm3=8192 bld_mm1=1024 bld_mm2=2048 bld_mm3=4096
[shading] dist_mist=8192 dist_shade=2048 dist_shademist=4096
- dist_mist — How far mist starts. The value also controls draw distance.
[textures] sky=plansky1 default=dirt
- It is hard to tell whether these values work because sky and terrain is defined on every map and these parameters seem to be used in the opposite case.
[texmapping] terrain_subdivsize=16 terrain_subdivpow2=4 building_subdivsize=32 building_subdivpow2=5
- So far changing these values to something that is not default makes terrain glitchy in software mode.
- Sets vertical camera offset. 0 will be on the ground in that case.
- Sets the initial map, where a new game begins. Defaults to "out01.odm" which is Emerald Island.
Complete list of maps can be found on the notes page.
Section definitions (text in square brackets) is necessary for options to work. For more information on how INI files work you can check the Wikipedia article.
Supposedly there are debug options inside the window menu in a similar way as in Heroes of Might and Magic 2.
************************************************************** * Rsrc_Menu_MENUMAINWINDOW_409 Size of resource: 0xa64 bytes * * * * &File * * &Exit * * Debug * * * * &Party * * Give Gold (10000) * * Give Experience (20000) * * Give Skill Points (50 each) * * Remove Gold * * Set Condition * * Afraid * * Asleep * * Curse * * Disease1 * * Disease2 * * Disease3 * * Dead * * Drunk * * Eradicated * * Insane * * Paralyzed * * Poison3 * * Poison2 * * Poison1 * * &Stone * * Unconscious * * Weak * * &Zombie * **************************************************************
Unused Sound Effects
A placeholder sound.
Manticores can only appear randomly on Arena. Supposedly invisible and crash the game if clicked on.
These do not seem to appear in the game. Most of the book backgrounds in the release version are in color.
Old Map of Emerald Island
Both dungeons seem to be missing on the early map. The marsh area used to use grass tiles. The docks are absent as well as the ship on top of the map.
The areas from the early map can be seen on the screenshots on the pre-release page.
Eofol Tunnel Entrances
Most of the tunnels connected to Eofol / Thunderfist don't have any entrance cutscene (in the release version of the game). The ones that have use the Thunderfist Mountain cutscene.
There're no stables at Nighon therefore it is unused.
Leftovers from Previous Games
The background for the bad ending of the sixth game.
LWSPIRAL.STR contains variations of this string:
Placeholder for the Fire 2 riddle - type answer to get by
2DEvents.txt contains this string and similar variations of it:
H_House P54(not used)
According to Npcdata.txt, NPC placeholders are named:
TRANS.txt has a few of these:
QUESTS.txt contains a ton of debugging messages, not really any interesting ones though.
Hero / Villain Quest
If you were to somehow talk to Alice Hargreaves before choosing either dark or light path the following message will be displayed:
"It should be impossible for you to see this right now. If you are reading this, tell Bryan that the event and/or logic of this quest is messed up because you should either be good attempting the Hero quest, or evil attempting the Villain quest and you are apparently neither."
MAPSTATS.txt contains the "Notes" table column. It lists descriptions for some maps from the game:
|Emerald Island||Training Island--Lush, tropical island|
|Harmondale||Home town map--hills and scattered trees. Water ok|
|Erathia||Human Capital--low hills, river (with fort built on top), near lake|
|The Tularean Forest||Elvish capital--Cliffs, waterfalls, forest|
|The Bracada Desert||Wizard's area--desert w/ oasis, sharp mountains|
|The Pit||Underground undead city (indoor map)|
|Evenmorn Island||Haunted island of the church of the sun and moon. Perm. fog|
|Mount Nighon||Warlock Capital--Snowy mountains. Warlock home inside of volcano|
|The Barrow Downs||Dwarvish lands (no dwarves outside)--rough hills, rocky|
|The Land of the Giants||devils, titans, dragons--mountainous and desolate|
|Tatalia||human territory--swampy with some nice, cultivated areas|
|Avlee||Elvish territory--slightly tropical, nice beach, lush|
|The Dragon Caves||Repeatable map (needs special coding)|
|Lord Markham's Manor||Repeatable map (needs special coding)|
|The Bandit Caves||Repeatable map (needs special coding)|
|The Haunted Mansion||Repeatable map (needs special coding)|
|The Temple of the Moon||Half cave, half ruined temple of the moon|
|Castle Harmondale||Expandable player castle (starts with monsters)|
|White Cliff Cave||Goblin caves. Good place to put gold from robbed bank and new monsters|
|The Erathian Sewers||Thief guild and sewers. Many entrance/exits. Golem guarded treasure|
|Fort Riverstride||Erathian border fort. Fort lies ontop of river. (fortified bridge)|
|The Tularean Caves||Caves near the elvish castle. Used as POW camp for humans. Secret entrance to castle thru here|
|Clanker's Laboratory||small laboratory. Good place for "experimental" items.|
|The Hall of the Pit||Entrance to The Pit. Small guard station.|
|Watchtower 6||Last remaining Necromancer border watchtower.|
|The School of Sorcery||The place where all sorcerers learn their craft.|
|The Red Dwarf Mines||Mine taken over by medusas. Dwarves here are statues to be rescued|
|The Walls of Mist||training ground for the cloud city. Walls are made of "mist"|
|Temple of the Light||revival branch of the Church of the Sun|
|The Breeding Zone||training ground for the underworld.|
|Temple of the Dark||revival branch of the Church of the Moon|
|Grand Temple of the Moon||Ruined old temple of the moon|
|Grand Temple of the Sun||Ruined old temple of the sun|
|Thunderfist Mountain||Volcano dungeon connecting to Stone city (dungeon 20)|
|The Maze||minotaur maze used by the warlocks to breed new minotaurs.|
|Stone City||Dwarven city. Charge to enter if no dwarves in party.|
|Colony Zod||Surviving colony of the devils|
|The Mercenary Guild||main mercenary guild|
|The Tidewater Caverns||pirate's caves. Fills with water periodically|
|The Wine Cellar||Basement under house for vampire "family"|
|The Titans' Stronghold||home of the giants|
|The Temple of Baa||temple of Baa that hasn't quite got the bad news yet.|
|The Hall under the Hill||Faerie mound with shrunken dwarves|
|The Lincoln||ship used to transport MMIII characters here|
|Castle Gryphonheart||Queen Catherine's castle|
|Castle Navan||Elf king's castle|
|Castle Lambent||Wizard's castle (council of wizards)|
|Castle Gloaming||Necromancer's castle (headed by Archibald)|
|The Dragon's Lair||Dragon's Lair on Emerald Island|
Like in the preceding and the following games, there is a hidden dungeon that resembles the offices of New World Computing, the studio behind the game, populated by characters referencing the development team.
To get there, go to the Shoals, and look for a sunken pirate ship in the middle-right side of the map. Behind some rocks at the bottom of the ship is a chest with a Temple in a Bottle item inside. Use this item to get warped to The Strange Temple.
Add information on any interesting sights there.
The Might and Magic series
|NES||I: Secret of the Inner Sanctum|
|Mac OS Classic||II: Gates to Another World|
|DOS||III: Isles of Terra • IV: Clouds of Xeen (Demo) • V: Darkside of Xeen (Demo) • IV + V: World of Xeen • Swords of Xeen|
|SNES||II: Gates to Another World (Europe) • II: Gates to Another World (Japan) • III: Isles of Terra (Prototype)|
|Windows||VI: The Mandate of Heaven • VII: For Blood and Honor • VIII: Day of the Destroyer • IX: Writ of Fate (Prototype)|
Clash of Heroes
|PlayStation 2||VIII: Day of the Destroyer|
|Heroes of Might and Magic|
|Windows||II: The Succession Wars • III: The Restoration of Erathia|
|Game Boy Color||Warriors of Might and Magic|