• Our friends from AlphaCentauri2.info are in need of technical assistance. If you have experience with the LAMP stack and some hours to spare, please help them out and post here.

Master of Myrror returns!

Drift

It's a boy!
Joined
Mar 31, 2003
Messages
2,181
Location
Tampere, Finland
As many of you have noticed, the long pause in Master of Myrror's development has come to an end. I've picked up things where I left them and now it's official - the tale of Master of Myrror will be completed in the near future. Last year I predicted that the expansion I was planning would be done in June. It may well be that I was right - it just wasn't June 2005... :)

The public beta that has been available for over a year now will be wrapped up into Master of Myrror II. It will resemble closely the latest public beta with the exception of race units being built normally - not automatically via small wonders.

In addition to Master of Myrror II, I have something completely new that I'm very excited of. I will also release a new sister mod for Master of Myrror II - the Master of Arcanus! This sister mod is going into closed beta during the next few days and that's one of the main reasons for me making this thread. I have a few beta testers, but I could naturally use more. If you are interested in becoming a tester, drop me a PM or post in this thread.

But let's speak a bit about Master of Arcanus. It takes its backbone from Master of Myrror, but adds lots of new twists to the recipe. The first thing you're likely to notice is that the world of Arcanus isn't the gloomy, blue tinted world that Myrror is - Arcanus is much like our own Earth in appearance. The often requested addition of Sorcery mages is finally reality. Also, the unit system has been completely redesigned. Each mage has his own race that he commands. The races are: Men, Elves, Lizardmen, Ratmen, Orcs and Beastmen. Units from these races can be built in normal fashion. The mages can strengthen their armies by acquiring one or more of the four races spread across the map. These are: Dwarves, Trolls, Dark Elves and Ogres.

But what about the units of the mages themselves? The liches, archdemons, centaurs, seraphs and the rest? They cannot be built normally, but they can be summoned. Summoned units are built automatically after the summoning has been started. The summoned units are in every way superior to the regular units and they are often the turners of the tide in war.

You may wonder, how finished it is? Well, as it is just entering beta, it naturally isn't finished. There are lots of niceties missing, like civilopedia, pedia icons and such. However, I've tried to do my best to make sure that there are no major bugs and that the game mechanics are as complete as I can make them right now. Nothing essential should be missing.

I am short of time as I have loads of duties in real life, including parenting, work and studies - that's also the main reason I need beta testers so badly - I don't have the time to play the mod myself. I've played a couple of test games into second era and they have gone smoothly and they have been loads of fun. I can assure you, that if you liked the original Master of Myrror, Master of Arcanus shouldn't dissapoint. To the veterans of MoM, Master of Arcanus should be a mix of familiar features with exciting new additions. To those who have never played the original MoM, Master of Arcanus should be just as gripping as its acclaimed predecessor.

Whether you join the beta testing crew and get to play the mod in advance or wait until the final release, I welcome you to continue your journey with Master of Myrror (or begin it in case you haven't played original MoM yet).


For beta testers:

The beta 1 download is up. Working download provided by Blake00 here:

https://forums.civfanatics.com/threads/master-of-myrror-returns.169696/post-15666913

  • Extract to Civ3\Conquests\Scenarios\
  • Choose Civ-content and load either Master of Myrror II - final beta.biq or Master of Arcanus - beta1.biq

The first small patch is attached to this post. Extract to Civ3\Conquests\Scenarios\
 

Attachments

Last edited by a moderator:
Sounds fantastic, Drift. Great to see some major new mods on their way, and Master of Arcanus sounds really interesting and original. I'm too busy to beta test, but I'll be watching for the finished products - some June!
 
Good luck! I'll probably not join the beta, as I should finish up WH 2.5, but I'll still be a nosy wisearse come with helpful suggestions. :)
 
Sweet! But I probably won't be playing master of arcanus though, because I love the gloomy blue interface and stuff too much, :D. It's just so original, I love it so much! This is my favorite (and first downloaded) mod, and I will be anticipating it, :D.
 
Now that it's "official" I'm even more excited! :woohoo:

If that was possible...
 
Great! I love your mod and wish you the best of luck in completing the expansion!
 
This is excellent news, Drift :thumbsup: - I'll support your efforts all the way, as much as I can. MoM is the other super-mod that keeps me playing civ3 (I think you all may know what is the other one). Plus there are also some cool scifi-mods... but fantasy conquers all - in my onion atleast :p

And the special unit resources remind me of the original Master of Magic:
Dwarfs, trolls and dark elves lived only in Myrror (not in Arcanus) - and now I understand why you wanted to add the beastmen to be a resource-dependant unit race too :) .

You could still do so - just replace the ogres as beastmen (as resource units), and rename the Men to High men, and add another human race: barbarians :)
 
Sounds great! I'm looking forward to playing it, though I'm afraid I don't have time to test it.
 
Thanks everyone! The beta is pretty finished, but I want to do some last minute checkups. Also, if I have the time, doing some rudimentary work on civilopedia would really help the testers. If it won't get done until I start the beta, I can always release a small patch with updated pedia. I feel that my handful of testers would rather want to get their hands on the beta sooner than wait for me adding niceties to it.

aaglo said:
And the special unit resources remind me of the original Master of Magic:
Dwarfs, trolls and dark elves lived only in Myrror (not in Arcanus) - and now I understand why you wanted to add the beastmen to be a resource-dependant unit race too :) .

You could still do so - just replace the ogres as beastmen (as resource units), and rename the Men to High men, and add another human race: barbarians :)
´
The current Men could actually be the Barbarians as they are modeled after vikings and some other barbaric civilizations. High men would have to have a more knightly look. They would come pretty close to life mages though - especially with their new paladin and warrior priest summons.

Anyhow, I'm not sure about adding/rearranging new races as I'm trying to cut down on my workload. I'm still intrigued by the beastmen as resource dependant race and some other race on their place as a normal race, but it may be one of those things that I simply don't have time to pursue. At a certain point you just have to let go and be happy with what you've got. :)
 
Drift said:
Thanks everyone! The beta is pretty finished, but I want to do some last minute checkups. Also, if I have the time, doing some rudimentary work on civilopedia would really help the testers. If it won't get done until I start the beta, I can always release a small patch with updated pedia. I feel that my handful of testers would rather want to get their hands on the beta sooner than wait for me adding niceties to it.
:)

That's an understatement! We want the Beta. ;)
 
YouSendIt doesn't work after all for the beta distribution. The file size restrictions are lower than Thunderfall's post mentions. I could always pay for the service and get higher size limit, but I believe I'm going to go with 3ddownloads and accept the fact that it'll be an open beta. I won't advertise it though and I won't add the link to the the first post of the mod's thread in Completed modpacks.
 
Drift said:
YouSendIt doesn't work after all for the beta distribution. The file size restrictions are lower than Thunderfall's post mentions. I could always pay for the service and get higher size limit, but I believe I'm going to go with 3ddownloads and accept the fact that it'll be an open beta. I won't advertise it though and I won't add the link to the the first post of the mod's thread in Completed modpacks.

Really? How big is this baby? :D
 
Beta is ~300MB. The number may actually come down a bit as I haven't yet optimized the unit files (there probably are some unused unit files included).

The beta has been uploaded to 3ddownloads and I'm waiting for them to confirm the file. :)
 
Drift said:
Beta is ~300MB. The number may actually come down a bit as I haven't yet optimized the unit files (there probably are some unused unit files included).

The beta has been uploaded to 3ddownloads and I'm waiting for them to confirm the file. :)

Excellent. I won't be able to play much this weekend, but I will get it d/l'd and installed and try to squeeze it in around RL.
 
The beta 1 download is up. Download from here

  • Extract to Civ3\Conquests\Scenarios\, choose Civ-content and load either Master of Myrror II - final beta.biq or Master of Arcanus - beta1.biq

I'd like to stress that especially this first beta isn't really meant for public distribution. It has loads of missing or erroneous pedia entries and I recommend that everyone who plays it, keeps in mind that it is an unfinished product that may change a lot during the beta test. I'm releasing it now to weed out bugs, correct mistakes and playtest the game balance.

To my testers: I naturally need more feedback from Master of Arcanus, but there's no harm in playtesting Master of Myrror II as well. I'm working on MoA's pedia right now so that you would have a better clue of what is what. I may also explain some things here in this thread later tonight.

Well, have fun with it and hopefully it's as good as I've led you to believe. :)
 
I'm looking forward to hearing what you think of the mod, but I'm in no rush - play it when you have time and you feel like it. :)


BTW, I hope I didn't scare off possible downloaders with my warning speech about the release being unfinished and meant only for beta testers. You don't have to be a "registered beta tester" to play the mod at this stage. Anyone can download it and I don't expect feedback from everyone. With earlier versions of MoM, I've held open betas where the feedback came from a few dedicated players and a large number of casual players who submitted a thing or two each. Those nuggets of feedback were very valuable.
 
First bug catched (by Wolfhart). Beast Chariots in Master of Myrror II used Orc Hulk's (a ship) graphics. I had fixed this from Master of Arcanus, but didn't realize it was present in MoM II as well. Check post #1 for download.

I'm going to make a bit larger patch for MoA pedia during the next few days.
 
Back
Top Bottom