![]() We are also planning to add an event pack to the game, which will bring in additional and new content. All of the events also have a cooldown counter, to ensure they do not pop up one after another. These events have varied triggers, that include turn counter, specific prerequisite (like x amount of fame/gold/mana etc) or simply chance. But, the event editor allows for easy modifications if needs be. Some events will of course remain choice free, as they are pretty straight forward. In the classic ‘Benefactor’ event, you have the added option of giving up the gold to gain some fame instead. This will typically be achieved by offering a payment via mana/gold or other means that an event may respond to. You will always have the option to simply accept the default result, but in some cases, you will be able to either alter or even avoid the consequences. In the remake, we want to give the wizard a chance to react to some of those events, instead of them being a simple notification of what occurred. This is how a ‘module’ looks like inside the event editor – a tool that will be available for players as well.Īll of the random events from the original MoM are returning, but they are slightly modified. Those events are fairly straight forward and apart from some extra fluff here or there, they will remain unchanged. 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. There are also three power nodes, Sorcery, Nature and Chaos, and the magic towers that serve as portals between Arcanus and Myrror. These include things like fallen temples, ruins or mysterious caves where both treasure and challenge may await. ![]() ![]() The map of Master of Magic is filled with various locations that can be explored by the player. Be warned: the other wizards will see you as well.There are several different types of events in Master of Magic, and they will all make a comeback in the remake:Īll events have the option of accepting the default state, or using the ‘choices’ button to see if there are alternative options available. In the Magic screen, hold ALT and type "rvl" to see everything on the map. when the artifact is done you will have a super artifact.¿ note: you should only make one of these artifacts for each hero, or instead of giving maxed out stats it will give 0 stats, taking away what they already had. ![]() "no more than four enchantments on an artifact". you will notice that the name of the artifact has changed to what the warning said. It should say you may not have more than 4 enchants on an item. When using the ENCHANT ITEM or CREATE ARTIFACT spell you can make a super powerful artifact by naming it, giving it the 4 enchants, and then before you click ok, click on a 5th enchant. With this trick you can have up to FIVE enhancements on a weapon at a time! The only problem is that your hero will only use the spell charges when you hit the "AUTO" button in battle. When your item is created it will have whatever enchantments you gave it plus the spell charge. Then make a weapon as you normally would, but don't add another spell charge. Afterwards, click on the spell charge option again to delete the spell charge. When you cast the CREATE ARTIFACT spell, go to staff, select spell charges, then choose your spell of choice and its power.
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