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.
Continue reading

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.

Continue reading

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.  

Continue reading