Master of Magic

Master of Magic

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Alexfrog Dec 13, 2022 @ 8:48am
Summary of changes from original?
Is there a list of changes from the original game somewhere? Obviously the graphics are improved.

I would hope for some balance improvements, bugfixes, and the ability to queue up build orders.
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Showing 1-15 of 41 comments
Alexfrog Dec 13, 2022 @ 9:07am 
I'm not trying to compare it to age of wonders, but to the original MoM
Lampros Dec 13, 2022 @ 9:09am 
Originally posted by Alexfrog:
I'm not trying to compare it to age of wonders, but to the original MoM

Oops; my bad. There was also a thread that discussed some differences with the original MoM, but I cannot find it. But this is a topic I wish old MoM veterans can answer as well!
Aepervius Dec 13, 2022 @ 9:48am 
I really wish an answer to that one too.... I have searched for 20 minutes now and all I found is dev blog 12 which has only some of the delta
suejak Dec 13, 2022 @ 10:28am 
Last I heard, they changed to a hex system from the square tile system and they massively increased unit speeds like Caster of Magic without implementing other changes from Caster of Magic.

This was true pre-release but I haven't confirmed in the release version. These changes would speed up the game at the expense of removing a lot of strategy.
cmcinotto Dec 13, 2022 @ 10:51am 
hopefully they solved the "long snaking land form" issue? - I have only played one game so far, but the landform is def weird
Morgian Dec 13, 2022 @ 10:56am 
There are hexes now instead of squares. You can queue build orders. Number of starting spells is somewhat reduced - you need 10 books to get an uncommon spell, 11 for a rare.

What remains the same, at least to me (I played many years ago):
- wizards
- ability picks (cost and prerequisites changed here and there)
- heroes; at least I see everyone I remember in the manual; don't know if they actually are the same, as I have only B'Shan the dervish now
- races...although there may have been some small changes; I don't recall klackons to pay double for land units; building restrictions are as they were I think
- the three wands for research, mana and spellcasting
- how cities work; there is now an AI option I don't recall, though...maybe it was always there, maybe I got used to it from other games?
- spell research
- spells...well, no, there were changes made, probably for balance, and one (the flying city spell) because the engine cannot do it (according to devs) as the original one did; but they are mostly unchanged, although some mechanics are easier to grasp now
- you can still pick up books and abilities from difficult dungeons according to the manual (not that I would be able to tackle one yet)

Other stuff:
- the UI is better, but that was to be expected
- graphics are better, of course
- there are more options about setting the difficulty of a game (strength of mana nodes, capability of AI, behavior of neutrals, etc.)
- you can decide how often an autosave is being made
- actions requiring a decision are shown as circles on the right side of the screen...looks familiar :)
- you get a message when an unit levels up and may zoom to it
- combat is limited to 50 turns; if undecided by then the defender wins
- borders of certain effects are shown; e.g. movement range in combat, influence of cities
- there are many tool tips now
- dungeons, nodes and other places are there, including guardians...you can now retreat, engage or have auto-combat when you enter and see what is inside


After the first hour it looks quite promising, but I have yet to contend with another wizard.

Edit: the snaking landform you mention is a standard continent, but the fog of war makes it look snaky until you explore.
Last edited by Morgian; Dec 13, 2022 @ 10:58am
Thewizardlord Dec 13, 2022 @ 11:37am 
Some differences - not counting UI changes

* hex based
* Movement points are increased/ +1 for most units, +2 for calvary type units (e.g. Barbarian Calvary, Gnoll wolf rider)
* Most basic ranged units have +1 damage to compensate for melee units closing faster. Bowsman with many figures are pretty decent now.
* Alchemy is now 2 picks (increased from 1), Myrran is now 2 picks (reduced from 3)
* From 8th spellbook onwards you get only 5% bonus to casting and research, this used to be 10% discount from 8th spellbook (eg is 10% for 8th spellbook, 20% for 9th and 40% for 10th) - this tones down the power of 11 book strategy, since you get 20% discount to casting instead of 40%
* Lairs can be multiple levels not just once

Starting option - new

* You can pick 10,11,12 picks
* You can start with 500,200,160,120,80, 40 gold
* Special events not from og
* Inital Economy - set to easy ,means you start off with grainulary , shrine etc.


Spells changed

* Web (based on resistance roll , save at -3. D10- resist-3 = number of turns immobilized, minimum =1)
*Cracks call
* Flying fortress

Many many more changes!

UI options

* Build queue
* Familar feature when attacking
Lampros Dec 13, 2022 @ 11:39am 
Originally posted by Morgian:
There are hexes now instead of squares. You can queue build orders. Number of starting spells is somewhat reduced - you need 10 books to get an uncommon spell, 11 for a rare.

What remains the same, at least to me (I played many years ago):
- wizards
- ability picks (cost and prerequisites changed here and there)
- heroes; at least I see everyone I remember in the manual; don't know if they actually are the same, as I have only B'Shan the dervish now
- races...although there may have been some small changes; I don't recall klackons to pay double for land units; building restrictions are as they were I think
- the three wands for research, mana and spellcasting
- how cities work; there is now an AI option I don't recall, though...maybe it was always there, maybe I got used to it from other games?
- spell research
- spells...well, no, there were changes made, probably for balance, and one (the flying city spell) because the engine cannot do it (according to devs) as the original one did; but they are mostly unchanged, although some mechanics are easier to grasp now
- you can still pick up books and abilities from difficult dungeons according to the manual (not that I would be able to tackle one yet)

Other stuff:
- the UI is better, but that was to be expected
- graphics are better, of course
- there are more options about setting the difficulty of a game (strength of mana nodes, capability of AI, behavior of neutrals, etc.)
- you can decide how often an autosave is being made
- actions requiring a decision are shown as circles on the right side of the screen...looks familiar :)
- you get a message when an unit levels up and may zoom to it
- combat is limited to 50 turns; if undecided by then the defender wins
- borders of certain effects are shown; e.g. movement range in combat, influence of cities
- there are many tool tips now
- dungeons, nodes and other places are there, including guardians...you can now retreat, engage or have auto-combat when you enter and see what is inside


After the first hour it looks quite promising, but I have yet to contend with another wizard.

Edit: the snaking landform you mention is a standard continent, but the fog of war makes it look snaky until you explore.


Originally posted by Thewizardlord:
Some differences - not counting UI changes

* hex based
* Movement points are increased/ +1 for most units, +2 for calvary type units (e.g. Barbarian Calvary, Gnoll wolf rider)
* Most basic ranged units have +1 damage to compensate for melee units closing faster. Bowsman with many figures are pretty decent now.
* Alchemy is now 2 picks (increased from 1), Myrran is now 2 picks (reduced from 3)
* From 8th spellbook onwards you get only 5% bonus to casting and research, this used to be 10% discount from 8th spellbook (eg is 10% for 8th spellbook, 20% for 9th and 40% for 10th) - this tones down the power of 11 book strategy, since you get 20% discount to casting instead of 40%
* Lairs can be multiple levels not just once

Starting option - new

* You can pick 10,11,12 picks
* You can start with 500,200,160,120,80, 40 gold
* Special events not from og
* Inital Economy - set to easy ,means you start off with grainulary , shrine etc.


Spells changed

* Web (based on resistance roll , save at -3. D10- resist-3 = number of turns immobilized, minimum =1)
*Cracks call
* Flying fortress

Many many more changes!

UI options

* Build queue
* Familar feature when attacking

Fantastic - thanks, guys!
shygamer Dec 13, 2022 @ 12:14pm 
What was the change to Cracks Call? It reads the same to me.
Lampros Dec 13, 2022 @ 4:09pm 
Originally posted by Alexfrog:
I eventually found this on the discord.
A list of the changes:

https://cdn.discordapp.com/attachments/1052286909885460571/1052354157710934148/Changes_newMOM_v1.5.2.pdf

Incredible find - kudos!
Thewizardlord Dec 13, 2022 @ 7:24pm 
Originally posted by Alexfrog:
I eventually found this on the discord.
A list of the changes:

https://cdn.discordapp.com/attachments/1052286909885460571/1052354157710934148/Changes_newMOM_v1.5.2.pdf

This is fan made by a beta tester. It covers most of the big changes but there are many more , harder to notice ones.

But unless you one of the super Mom nerds this should suffice
Thewizardlord Dec 13, 2022 @ 7:24pm 
Originally posted by ioticus:
What was the change to Cracks Call? It reads the same to me.

Minor cost change iirc.
shygamer Dec 13, 2022 @ 8:43pm 
The PDF above strangely doesn't mention that diplomacy has been greatly simplified. You have less diplomatic options. Pretty disappointing.
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Date Posted: Dec 13, 2022 @ 8:48am
Posts: 41