Drift
It's a boy!
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
The first small patch is attached to this post. Extract to Civ3\Conquests\Scenarios\

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\
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