MoM Dev Diary #4 October 2021

The inhabitants of Arcanus and Myrror

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. 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.  

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.

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. 

Every race in Master of Magic is different. Not only visually, but also in terms of game mechanics. 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. Choosing the right people to rule over may dictate your tactics, especially at the start of the game.

Lizardmen

A selection of Lizardmen units.

Lizardmen are bipedal, aquatic reptilians. Physically, the lizardmen are small, resilient, and agile and can move on water with ease. What they may lack in stature, they make up in numbers. There are some theories that suggest common ancestry with the draconians, but neither race finds them convincing. Lizardmen form mostly tribal societies, and they tend to build settlements using simple technologies. They also prefer wetlands as their settling grounds and so, they tend not to be expansive, unless convinced otherwise by a strong Wizard.

Lizardmen are one of the Arcanus races and as such, they can be chosen as the starting race by any Wizard that does not start on Myrror.

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MoM Dev Diary #3 September 2021

Some of the many mercenaries returning to MoM.

Mercenaries

In this month’s spotlight, we’ll talk about the brave mercenaries who may decide to join our cause, the heroes and champions of Master of Magic. So first things first, all 35 are coming back and as with everything else, we are attempting to recreate all their skills and special abilities faithfully.

Types of mercenaries:

There are two types of mercenaries in Master of Magic, Heroes and Champions. Heroes are the more common hired hands, while Champions are the more unique characters. Every mercenary in Master of Magic has their own, short backstory and fun flavour to explore. In terms of mechanics then, the Champions tend to have more abilities and higher stats than heroes, as well as higher prerequisites needed for them to be interested in serving you.  

Some of the extra, non-canon events we’ve added may have specific mercenaries join the wizard as a reward, or some events may have a special path unlocked when a particular type of mercenary is present. 

Brax the Dwarf, also known by the name of Brax the Berserker. A dwarven warrior with an insatiable lust for combat.
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MoM Dev Diary #2 August 2021

Events

There are several different types of events in Master of Magic, and they will all make a comeback in the remake:

  1. Map locations
All events have the option of accepting the default state, or using the ‘choices’ button to see if there are alternative options available.

The map of Master of Magic is filled with various locations that can be explored by the player.  These include things like fallen temples, ruins or mysterious caves where both treasure and challenge may await. There are also three power nodes, Sorcery, Nature and Chaos, and the magic towers that serve as portals between Arcanus and Myrror. All of those locations have an event attached to them, so that the appropriate path will trigger – combat if there are defenders, or loot if it is abandoned. Those events are fairly straight forward and apart from some extra fluff here or there, they will remain unchanged.

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Dev Diary #1 June 2021

Welcome to the first of our Dev Diaries for Master of Magic. Seeing as this one is the first in the ‘series’ we will offer a quick recap of the development info so far, but perhaps offering a few more details.

Who is MuHa Games?

An artistic render of the MuHa team.

We’re an indie studio based in Poland. Our previous two games are called Thea: The Awakening, and Thea 2: The Shattering, and they are best described as a: gritty, dark fantasy, survival games set within a post apocalyptic world, inhabited by a combination of classical fantasy critters and an abundance of mythical and folkloric influences. So, while MoM is a very different game in its core, we certainly have experience with the 4x/strategy genre. As such, when we were approached by Slitherine about remaking such a beloved classic of the genre, we were very excited to say yes. Our design ideology is simple, we try to make games that we’d want to play ourselves and we do our best to communicate with our fans and thus make the best product we can. 

The old and the new.

Our design philosophy is to attempt to recreate the mechanics and gameplay of MoM as faithfully as we can, while also making an awesome game for new fans. So, with that in mind, here are a few things we already have that you may recognise from the original. Now, these things may return with some changes, all the features that are visual will of course have new graphics, and some mechanics may be altered if we were unable to recreate them.  

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Master of Magic!

We can finally confirm our latest project: Master of Magic.

Master of Magic is a classical turn-based strategy game from the ’90s and we’re working hard to remake this gem and bring it into the new age.

We’re still in early development, so watch out for more news to come in the future.

For press requests contact: paolop@slitherine.co.uk

Wrath of the Sea DLC

Out February 10th

As we come close the end of the development cycle for Thea 2: The Shattering, we’re happy to announce the latest DLC: Wrath of the Sea. The DLC offers new content and while it is focused on the water biome, it also brings many new goodies and improvements to all the lands of Thea.

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Pangea, Halloween and what comes next.

All Souls Night seasonal event

For the first time in the history of all Thea, we will have a seasonal event. From 28.10.2019 till 4.11.2019  you will have the chance to experience the All Souls Night celebrations and the odd coming of the foreign celebrations of the so called Hallows Eve. How will the small community of Bear Village handle the clash of the old and new, will you embrace the pumpkin madness or fight for tradition?

The event includes some seasonal content, a pack of Halloween/Zaduszki themed events, special enemies and new pets. You will have only two weeks to explore the event. After that time, all new games will no longer have the content available to them.*

*unless you’re a modder, than you can cheat your way out of it 😉 

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Thea 2: The Shattering launch date announced!

We are happy to confirm our second baby will go live on Steam on May 13th 2019.

Over the early access period our game has undergone tremendous changes and improvements and it is all thanks to our awesome players willing to put in the hours and give invaluable feedback, so thank you all.

Check out our latest trailer below:

Merry Christmas

Thea 2: The Shattering has successfully launched into Steam early access just over three weeks ago. And what a journey it has been so far. We had approx 14 patches already, and thanks to community feedback we’ve been able to find and fix critical bugs, make the multiplayer stable and add features guided by what we read from our fans.

2018 was therefore, an amazing ride for MuHa and with the 2019 launch for Thea 2 planned, we are looking forward to the new year.

But most of all, we would like to thank everyone who is supporting us and to wish you all a very Merry Christmas and a Happy 2019!