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Might and Magic VII: For Blood and Honor

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Title Screen

Might & Magic VII: For Blood and Honor

Developer: New World Computing
Publisher: 3DO Company
Platforms: Windows
Released in US: January 2, 1999
Released in EU: 1999


CopyrightIcon.png This game has hidden developer credits.
GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.


PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes page

The seventh installment in the Might and Magic series.

Hmmm...
To do:
  • NWC developer dungeon, needs more info.
  • Unused shop conversations and backgrounds [Here's a video showing them.]
  • Possibly more unused content can be found in the game's files. Someone who actually played the game should take a look.

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes

Debugging Material

mm6.ini

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

[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

[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

[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

[settings]
nointro=0
nologo=0
nowalksound=0
nosound=0
mixerchannels=16

render

[render]
nodecorations=0

mipmapping

[mipmapping]
ter_mm1=2048
ter_mm2=4096
ter_mm3=8192
bld_mm1=1024
bld_mm2=2048
bld_mm3=4096

shading

[shading]
dist_mist=8192
dist_shade=2048
dist_shademist=4096
  • dist_mist — How far mist starts. The value also controls draw distance.

textures

[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

[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.

party

[party]
eyelevel=160
  • Sets vertical camera offset. 0 will be on the ground in that case.

file

[file]
startmap=out01.odm
  • 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.

Window Menus

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

Pending

A placeholder sound.

Unused Graphics

Actors

Manticore

Manticores can only appear randomly on Arena. Supposedly invisible and crash the game if clicked on.

Minicore

Tier 1

Walk Taunt Attack
Mam7 minicore w.gif Mam7 minicore f.gif Mam7 minicore a.gif
Manticore

Tier 2

Walk Taunt Attack
Mam7 manticore w.gif Mam7 manticore f.gif Mam7 manticore a.gif
Scorpicore

Tier 3

Walk Taunt Attack
Mam7 scorpicore w.gif Mam7 scorpicore f.gif Mam7 scorpicore a.gif

Book Backgrounds

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.

Mam7 out01.gif

Cutscenes

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.

Warlock stables

There're no stables at Nighon therefore it is unused.

Placeholders

MightAndMagic8 PlaceholderItem.png M&M8 cursor.png M&M7 pending.png

Leftovers from Previous Games

Development-Related Text

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:

Boob

TRANS.txt has a few of these:

Placeholder Text

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."

Map Notes

MAPSTATS.txt contains the "Notes" table column. It lists descriptions for some maps from the game:

Name Notes
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
Deyja Necromancer zone--wasteland
The Bracada Desert Wizard's area--desert w/ oasis, sharp mountains
Celeste Cloud city
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
Shoals Underwater terrain
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

Developer Dungeon

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.

Hmmm...
To do:
Add information on any interesting sights there.