Some may have access to different sets of buildings, different numbers and types of units, or have special racial abilities, such as troll regeneration or draconian flying ability. Not only visually, but also in terms of game mechanics. Your Wizard will choose a race they will lead at the start of the game, but as you grow in power and reach, you may conquer or otherwise gain new cities and thus rule over a diverse cast of people by the end of your playthrough.Įvery race in Master of Magic is different. In our previous diaries we mentioned that all fourteen races are returning to Master of Magic, and here we describe and show some more of them, especially for players who may not know the original so well.
You may be an ever powerful mage, but you need your cannon fodder… great men, women and creatures who will be manipulated into working and fighting for you, many that will die in blazing glory. While the contest for the elusive Master of Magic is fought with great spells and ultimate wizard power, it is still all built on the sweat of the little folk down below, or so they tell you. The new event pack will follow the same rule, events that occur will have multiple ways of resolution, instead of them being simple notice. So, when you encounter an earthquake for example, in the original, it was simply a notification, in the new version, you may have an option to mitigate the effects. While the original events are copied from the old game directly, they have been updated and given alternate routes. You will of course be able to switch both/either on and off. There will be two event packs at launch, one, the original 18 events, and another, with brand new ones. While these are only a few examples, our intention is to build up this list, especially once the game is playable and thus open to more precise feedback.Īnother feature that already received a makeover, are the events. Another plan is to have customisable AI difficulty. So apart from the usual difficulty settings, we’d like to include as many on/off options as we can, especially when it comes to things that stray from the original, but not exclusively so.Īs an example, in addition to the option of turning the game’s events on/off, we already have a second pack of events that will also be optional.
That is a question I intend to tackle fully another time, as we are pushing closer and closer to a feature complete build, I want to wait and collect all the big ones in one go, because we will inevitably make changes once we play our game and find things that may or may not work for our version.īut, not wanting to leave this entirely unanswered, customising your playthrough is a feature we hope to greatly improve from the original. Q: What are the main changes/improvements? What are the differences with the original Master of Magic ? So far, we know about the graphics and hexagons on the world map, but any other outstanding features? Please note I may have paraphrased some of the questions, especially when there were several that asked the same thing.
We’ve asked our community on Discord to put forward some burning questions and we’ve attempted to answer them all the best we can at this point in development.