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https://steamcommunity.com/app/1623070/discussions/0/3719440678457812323/
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!
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.
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.
* 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!
A list of the changes:
https://cdn.discordapp.com/attachments/1052286909885460571/1052354157710934148/Changes_newMOM_v1.5.2.pdf
Incredible find - kudos!
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
Minor cost change iirc.