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Master of Magic: Through the Myrror - Deep Dive #3 - New Heroes and Champions

This update is still in development, some skills/traits are subject to change
[h3]
Goblin’s new Heroes and Champions

[/h3]
The Goblin race in Master of Magic: through the Myrror free update will be introducing new Heroes and Champions with unique abilities to help them conquer the world.



We will take a closer look at the heroes and champions.

[h3]Toadsworth the Boartamer[/h3]

The Goblin champion who rose to the rank of hero despite all evidence pointing to a contrary fate. He is a master Boartamer and remains loyal to a master that gives him respect.

Toadswoth The Boartamer joins the ranks of the champions and with his feisty boar and a bit of halfling Luck, he is certainly a force to be reckoned with.



[h3]Jotun the Icetroll[/h3]

Also known as the Cursed, is a solitary Troll hero who seeks to serve Wizards in hopes of lifting her curse. After decades of isolation, Jotun learned to harness her cold curse and now lends her aid to a worthy master.



[h3]Bjorn the Fireborn [/h3]



The fierce Beastman hero, who played with fire and got burned. His sheer will to fight made him survive and emerge a creature of Chaos, forever merged with burning flames that now hunger for his enemies.



Stay tuned for more exciting updates in the world of Master of Magic, as the magic continues to unfold with new heroes and news. See you in the next update.

Master of Magic: Through the Myrror - Deep Dive #2 - New Wizard, Bianka

This update is still in development, some skills/traits are subject to change

In the upcoming release of Master of Magic: Through the Myrror, players will have the chance to command the power of a new wizard, Bianka.

[h3]Bianka: Dwarven Runekeeper[/h3]



Hailing from Myrror, Bianka has risen to the highest ranks of dwarven nobility, thanks to her unmatched mastery of rune magic and her steadfast determination.

But her impressive achievements do not stop there, as she is also a skilled Stonemason with an almost unnatural affinity to stone.

Bianka seeks to prove herself as the ultimate Master by wielding not one, but three separate magic schools: Sorcery, Chaos, and Nature she has a formidable force to be reckoned with.



All in all, Bianka is a wizard to be feared and respected in the world of Master of Magic. With her determination, mastery, and unique abilities, she is sure to be a valuable addition to the game's cast of characters.

My power is forged with turmoil, infused with runic force and set in eternal stone. None can crumble it!



[h3]Bianka Magic and Traits[/h3]

Bianka's traits add even more depth to her already impressive character. As a Myrran, she is naturally attuned to the energies of Myrror. Additionally, her Stonemason trait starts with a wall of stone in the capital and all cities and all cities built by a settler, while her Runemaster trait enhances her already impressive mastery of rune magic.

Magic Books:
Nature
Sorcery
Chaos

Wizard Traits:
Myrran
Stonemason
Runemaster

Master of Magic: Through the Myrror - Deep Dive #1 - New race

A new race is set to join the ranks in the upcoming release of Master of Magic: Through the Myrror, the Goblins.

The game is still in development, some skills/trait are subject to change



These small, green humanoids are known for their great affinity to Nature and beast mastery, and favor tribal structures and natural habitats over civilizational advancements.



Goblins have a unique connection to the fauna of the land, and are known for their skill in beast taming and druidic magic.



While some may describe them as primitive, the Goblins are a formidable force to be reckoned with, and their expertise in beast mastery makes them a valuable addition to any army.



Among their special units are:

Boar Riders:




An elite goblin cavalry, or so they say. Outsiders will describe them as a motley group of slightly deranged gobbos riding well trained, ferocious boars.

Druids:

Special goblin caster unit with magical ranged attack. The druids are known for their superior affinity to Nature and can even call upon War Bears for aid.



But perhaps the most intriguing unit of all is:

The Beastmaster:

An elite goblin unit that claims to be able to tame even the strongest of beasts. While it may seem like an exaggeration, the Beastmaster has proven himself time and time again with his strong ranged attacks and ability to fly.



And what beast does he have at his command, you ask? An obese vermin - the infamous Fat Rat, is far from ordinary and has been known to cause fear in the enemy.



Will you be joining their tribe in the fight for dominance in the magical realm?

Stay tuned for more updates of Master of Magic: Through the Myrror, a completely free update coming on March 9th.

Master of Magic: Through the Myrror free update will arrive on the 9th of March

Master of Magic players, brace yourselves for a magical journey like no other!

A new free update, "Through the Myrror," will arrive on the 9th of March, and it brings with it a host of new challenges, opportunities, and new Wizards.

We introduce you to the first new Wizard: Tlachtga, the goblin druid, whose mastery over nature's powers makes her a formidable opponent on the battlefields of the Myrror.

[h3]Tlachtga: Goblin druid[/h3]



Her mastery of the less benign face of the circle of life has drawn her to Myrror where nature’s malice can be tamed and controlled.

Tlachtga is known for her powerful Nature summoner abilities, which make Nature summons 50% cheaper, and begins her journey with a unit of War Bears and all of the Nature summoning spells.

Her dark origin story, steeped in secrecy and magic, only adds to her enigma and appeal. It is said that she was born of a union of the great druid Mug Ruith and an unknown beast, her mother. Some even claim that she was born with the ability to change form and that she actually tore herself from her mother’s belly with little bear claws.



[h3]Tlachtga Magic and Traits[/h3]

Her inclusion in the Master of Magic world brings with it new challenges and opportunities for players. Tlachtga's traits of Myrran and Nature Summoner give her a unique edge in battle and make her a force to be reckoned with. With a magic book of 8 in Nature, Tlachtga is sure to shake things up in the world of Master of Magic.



Magic Books:
Nature
Wizard Traits:
Myrran
Nature summoner

More "Through the Myrror" updates will come until the release date, so mark your calendars and prepare to embark on a truly epic journey.



Master of Magic - a new update v1.06.29 is out now



A new Update v1.06.29, is out now!

The highlights of this update are: adding Remappable hotkeys, Multi hex road, localization in Italian, and plenty more new quality of life improvements. See below the full changelog of this new update.

Full changelog:

Legend:
FIX - Fixed an issue. MOD - Modified. ADD - New Features.

  • ADD battle log entry for fortress bolt attacks
  • ADD Remappable hotkeys
  • ADD Multi hex road building
  • ADD Repeat unit construction toggle on Town Screen and Town Manager
  • ADD Second variant of "save is different" marker to show when saves are marginally different as addition to the exclamation marker shown currently on any difference
  • ADD Highlighting the caster when choosing a casting unit on the battlefield (helps if there are multiple casters that look the same)
  • ADD Notification when AI casts a spell on player wizard
  • ADD Notification when AI casts a global spell
  • ADD Show notification when AI cast a spell on player's group
  • ADD Notification when the AI casts a spell on player's town
  • ADD Army marker now showing number of turns until road building/purifying action is complete
  • ADD Arrow keys will switch between towns on TownScreen
  • ADD Confirmation popup when switching to another spell when one is already in progress on the spellbook screen
  • ADD Images for Great Unsummoning and Death Wish
  • ADD Feedback popup when player uses disenchanting spells
  • ADD popup after casting Great Unsummoning or Death Wish containing information about the quantity of units destroyed
  • ADD Italian localisation
  • MOD Dispel - now the spell can be used on your own unit with Confusion and Possession
  • MOD Research progress - there was problem when research slider was set to 0 but the player received research from other sources
  • MOD Select Wizard screen (made space for up to 3 traits with dynamically adjusting description space, paging for wizards grid)
  • MOD Resummoning Torin will allow him to have his past XP
  • MOD Tweaks to representation of construction progress on Town Screen and Town Manager
  • MOD Darkness, True Light, Havenly Light, Eternal Night - is not blocked by magic immunity any more
  • MOD Call Lightning - Bless and Righteousness no longer protect from the spell
  • MOD Poison - priority set to 0
  • MOD Immolation dmg - does not do excess dmg from one figure to another
  • MOD Spell Blast - cannot target Spell of Return
  • MOD Spell Lock - AI evaluation will return 0 if fighting against neutral units
  • MOD Hotkeys Q, O, I and N will now open the special actions menu, pressing the desired key again will start the task (if it is possible) - this change will standardise how the hotkeys work, as before, you could one click building roads, but not melding with nodes etc.
  • MOD Ghoul Poison dmg - ghouls poison attack will now also create undead
  • MOD Regeneration - unit with regeneration, after reviving more irreversible dmg, then normal dmg, will stay dead after battle
  • MOD Nature Wrath - spell attacks the owner if they have any death/ chaos books
  • MOD Great Wasting - spell will no longer target hexes in spell owner’s territory
  • MOD a unit that was dealt more irreversible damage than normal damage during battle will not be regenerated after a winning battle even if that unit had the regeneration skill
  • FIX Crash when opening Special Actions menu with Guardian Spirit in the group, while not standing on a magic node
  • FIX Construction screen not being able to display more than 6 skills for units
  • FIX Ice Storm evaluation script - set spell less valuable if spellcaster isn't at war with target
  • FIX Corrupted save file will no longer crash the game when opening the Load/Save window. Instead, corrupted saves will not be listed
  • FIX Some units considered as target even though they were invalid as a result of other, valid target units sharing unit type and health status (ie when one unit is enchanted with flying)
  • FIX Chaos Rift and Call Lightning - those spells weren't tested for dmg. Instead assumed there were always hits. Now corrected
  • Fix RequireMinBooks() - parameter "minimum" is now in use
  • FIX Viewing another Wizard's city containing summoning circle now shows the circle
  • FIX Word of Recall - now the spell doesn't work for ships unless they have a flight enchantment
  • FIX Undead resurrection failing automatically if the group has 9 units already
  • FIX Great Wasting - no more targeting sea hexes
  • FIX Night Shade dispel spawn correction
  • FIX blocked access to Research screen from Magic screen if there are no spells left to research
  • FIX Spell of Mastery taking -57 turns - 1 will now be displayed when the value is negative
  • FIX Wind Walking and Invisibility will no longer get dispelled after combat
  • FIX Modified scripts in the event editor to check for heroes that are also in the graveyard (modders please check your events, to make sure you are using a correct script now, this refers to searching for hero by name)
  • FIX Resetting enchantments after raise dead in combat
  • FIX Implemented a safety measure to not dispel your own enchantments
  • FIX Removing Endurance no longer gives movement
  • FIX Dispel casting by hero - now extra mana will add to spell strength
  • FIX Roland the Paladin and Torin the Chosen now have Super Might
  • FIX Endurance on item now gives the correct move bonus +1
  • FIX Foresters Guild now supplies the correct food bonus +2
  • FIX Race names for additional objects (ie battle buildings) are no longer hardcoded (this should fix some modding issues)
  • FIX Units with modded 2d art not generated for starting groups
  • FIX Rebels - there was a problem when 10 pop x 0.2 unrest created 1 rebel. Now it is corrected
  • FIX Neutrals summoning - they were casting summons on the wrong side
  • FIX Steam cannon - cannon now properly needs dwarf mine in town
  • FIX crash resulting from modified location list iterator during location visibility scripts processing
  • FIX spell casting timer on hud not being updated correctly when loading the game when the spell ready notification was not on the 1st page of notifications
  • FIX crash when a source of damage tried writing information to battle log after the battle was concluded


Thank you again to all our players for your support of the game!