B Fantasy Chronicles of Might and Magic[0.6 released July 1'st 2016]

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I've played alot of the warband mods out there and this one looks by far the best, I'm so hyped I made an account on the forums just to post some positivity on my behalf. Can't wait for the new update, awesome work!
 
New version of Might and Magic mod is out. Are you ready to jump into world known from Heroes 3 and Might and Magic 7? Fight for domination on a continent thorn between evil Necromancers and Wizards, where Knight fights Lizardmen and where countryside is pillaged by goblin hordes.


Short changelist


  • frakcje.png
    • 8 new factions
      • Kingdom of Erathia(Castle)
      • Kingdom of Avlee(Bastion)
      • Kingdom of Eofol(Inferno)
      • Kingdom of Krewlod(Stronghold)
      • Kingdom of Deyja(Necropolis)
      • Kingdom of Tatalia(Fortress)
      • Kingdom of Nighon(Dungeon)
      • Kingdom of Bracada(Tower)
    • campaign map of Antagarich
    • new scenes for all castles and towns
    miasta.jpg
    • new recruitment system
    • separate troop trees for every faction
    • working magic system
    • spell book
    • bots casting spells
    • powerful artifacts with unique bonuses
    artefakty.png
    • randomly spawned places to raid
    • new introduction quest
    • 4 new multiplayer gamemodes
      • Necrocomicon(escort)
      • Zombie
      • Artifact hunt(fight against bots and other players to get powerful artifacts)
      • Invasion
    • many new maps
    Some bonus screenshots
    mb160.jpg
    mb177.jpg
    mb181.jpg
    mb164.jpg
    mb151.jpg
    mb172.jpg
 
The mod is awesome, i really like the idea and all..  :party:
but I have some questions..

1) About randomly spawned places to raid.. Do they respawn? Regenerate?
and..
2) What is best way to beat giants and titans, they seem to be imposible to beat..
 
augassz said:
1) About randomly spawned places to raid.. Do they respawn? Regenerate?
Everyday 3 places are spawned somewhere at the map. If you will not raid them in 30 days they will disappear. It is designed to encourage players to explore map
augassz said:
2) What is best way to beat giants and titans, they seem to be imposible to beat..
Titans are best troops in Tower town and are designed to be hard to kill. One way to kill them is massive army of archers. Other approach is to use strong units like ogres and minotaurs. And you can always use some spells. Thunderbolt is especially effective against best troops.
 
I absolutely love what I'm seeing and I barely even scratched the surface. Every little thing in this mod makes me giggle like a madman.

I was wondering, for the sake of HoMM, would it be possible to allow player sign mercenary contracts with faction owning the city through tavern keeper? I'd love to be hero hired in tavern :grin:
 
Rgar2Zo.jpg


Hello!

We would like to invite you to play together event,
it is planned for 19:00 Poland Time / 18:00 GMT, on official CoMM server.


If you dont have mod you can download it here:
http://www.moddb.com/mods/chronicles-of-might-and-magic/downloads/comm-06

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Actually blown aaway with how well the mod performs even though it's in early development . Multyplayer is really enjoyable the scenes are amazing aswell , singleplayer needs some work but as it is now it looks outstanding. Keep up the good work :grin:
 
Thanks for all your work creating this awesome mod!

I thought I'd assist by correcting the language for your introduction. It was very inspiring, but the language had some problems. I've cut and pasted from moddb, and corrected the English mistakes below. While I refined the language to be a bit more eloquent, I stuck as close to possible to your original phrasing.

Corrected version:

It is the year 1165 after the Silence, and the king Nicolas Gryphonheart is dead. The Kingdom of Erathia is driven into chaos and anarchy, while hostile border nations seek to take advantage of the ensuing disorder. From the southwest come the wild beasts and the barbarian tribes of Krewlod, while from the western kingdom of Tatalia come the lizardmen and the monstrous creatures of the wild swamps. Meanwhile, the northern borders are under constant attack from Deyja, the land of evil necromancers and their undead minions. We count the elvish kingdom of Avlee as our only ally. The strength of our alliance is fragile, but within it lies our only hope.
Our leaderless kingdom is under grave threat, but in this time of dire need all the denizens of Erathia, from the humblest peasant to the most noble knight, place their eyes upon Erenoth. In this desperate hour arrives the rightful heir to the throne, the lady Catherine Ironfist.
In spite of the crisis facing the Kingdom, the sun yet rises and life proceeds as normal. Yet a sense of dread and disquiet lingers in the air.
The year 1165 will see epic ballads of heroism sung against a backdrop of thunderstorms and unrest...


I hope this helps!
 
Really good mod, probably one of the best fantasy ones for Warband out there and I love how magic works, even more necromancy, it can be OP at times but god damn if isn't fun.
Hope you guys keep working on it.

EDIT: I also wanted to mention that some armies end up really bloated with high tier units like filled with pegasus or gorgons
 
First of all, fantastic work! You guys stole my weekend with this mod. :grin: And it was worth it.
And congrats, you guys have by far the smoothest working magic and dungeon system until now.

But to the mod itself, and some issues i found while playing.

1: Magic
Magic is incredible fun to play with, but way to overpowerd.
Two exemples for that.

a: As mage, you dont need an army, you realy dont. I can destroy armys up to 100 all by myself, and dont even need to spend half of my mana points. And in the case i get into a bigger army, i just summon some undead from the dozends of enemys i burn to ashes. Even more easy is to qonquer Towns or Fortresses all by myself.. Just run to the gate, destroy it and kill the guys behind it with fireballs.. Summon some undeads and watch the town burn.

b: Liches
Liches are incredible overpowerd. Get an army of 50 of that guys, what is quite easy btw.. And nothing can stand you. They have some of the best missle attacks, and if the enemy gets close, they summon up to 150 undeads in under 10 seconds. xD

2: Dungeons and leveling
Most dungeons are allright, but the tree that give you statbonuses are way to good. After just one hour i was good enough to raid them, after two more i got a hero with all stats on 30. My suggestion for that would be that you get instead of stats some artifacts like weapons and armors. When you dont want to create some more, how about the player can get the high tier armors just this way?

3: Archers
To make it short, because of the lack of shields archer armys are the best thing you can get. Nothing can stand against them, even dragons get shoot from the sky bevor they reach us. My suggestion would be to add some shields. I know that would be against the original design of HoMM3 but i dont see another, more fitting way to block missles.

MP: Its fun to play with.
But how about you guys add an horde modus? And an dungeon modus? Where the players fight thogether against bots.
A little bit like the partys in might and magic 6.


PS: Sry for the bad english xD

 
I agree with Dankmar. The magic and ranged units need a nerf and melee units need some shields. Except for that, this mod is one of the best things out there!
 
Dankmar said:
First of all, fantastic work! You guys stole my weekend with this mod. :grin: And it was worth it.
And congrats, you guys have by far the smoothest working magic and dungeon system until now.

But to the mod itself, and some issues i found while playing.

1: Magic
Magic is incredible fun to play with, but way to overpowerd.
Two exemples for that.

a: As mage, you dont need an army, you realy dont. I can destroy armys up to 100 all by myself, and dont even need to spend half of my mana points. And in the case i get into a bigger army, i just summon some undead from the dozends of enemys i burn to ashes. Even more easy is to qonquer Towns or Fortresses all by myself.. Just run to the gate, destroy it and kill the guys behind it with fireballs.. Summon some undeads and watch the town burn.

b: Liches
Liches are incredible overpowerd. Get an army of 50 of that guys, what is quite easy btw.. And nothing can stand you. They have some of the best missle attacks, and if the enemy gets close, they summon up to 150 undeads in under 10 seconds. xD

2: Dungeons and leveling
Most dungeons are allright, but the tree that give you statbonuses are way to good. After just one hour i was good enough to raid them, after two more i got a hero with all stats on 30. My suggestion for that would be that you get instead of stats some artifacts like weapons and armors. When you dont want to create some more, how about the player can get the high tier armors just this way?

3: Archers
To make it short, because of the lack of shields archer armys are the best thing you can get. Nothing can stand against them, even dragons get shoot from the sky bevor they reach us. My suggestion would be to add some shields. I know that would be against the original design of HoMM3 but i dont see another, more fitting way to block missles.

MP: Its fun to play with.
But how about you guys add an horde modus? And an dungeon modus? Where the players fight thogether against bots.
A little bit like the partys in might and magic 6.


PS: Sry for the bad english xD
Well I was playing a waves mode earlier today in MP, it was fun
I suppose that counts as a dungeon mode
Also regarding magic, I think a good thing would be to nerf the accuracy of staffs, maybe, but don't get rid of resurrect undead because that **** is a blast.
 
I've been playing this literally the entire time since it's release and i'm still enjoying this! Also had some nice multi games which are really fun.

However there are indeed some issues.

- Archers: Like Dankmar already stated, archers are killing machines so more shields are a must.

- Magic: magic becomes too much of a normal weapon. It should be something you use strategically. As for now, i can just melt entire armies and dragon utopias with dragons + castle to the ground. The spells are ok. It's not the effect they have what bothers me, rather the amount of times you can use them. I have **** loads of mana and i don't even get to use half of them in a battle. I don't know how the amount of mana you have is calculated but it's too much. I would rather go for the amount of Intelligence you have X 10. Just like in the original game.
So if you have 6 intelligence, you have 60 mana points.

- Growing strong: becoming strong is really easy. Just buy some troops and go clear your first dungeons and soon you'll have an army of archers, loads of gold and lots of skill and you're ready to get some dragons. I also noticed that you start already with a considerable amount of skills. Perhaps let the player start even weaker then in vanilla? With all mains skills on 1? And if you are a mage you'll have 4 intelligence, and if you are a warrior you start with 4 strength. Something like that.

- Dungeons: I really feel like there are too many dungeons on the map. It's full with them. Instead of having a lot of them on the map already when you start, perhaps start with NO dungeons and on the end of every day 3 are added. And instead of being removed after 30 days, lower it to 20 days or so. Otherwise it's too filled.

- Sieges: I have this issue while defending a fortress town. When the battle starts, the enemy attacks my gate with all their cav and lords. But they get killed by archers. And the rest of their army just stays near their spawn. Just like in vanilla where they would wait for their siege tower to reach the walls. They just keep standing there getting killed by my archers. As soon as their reinforcements arrive, their newly-arrived cavalry immediately goes total Leeroy Jenkins and charge my gate and, obviously, die. Even if i break my own gate, they still don't charge.

I do hope these issues will get fixed in later versions. But even now, the mod still really nice.
 
Hi, this mod is great,
but i have a problem with quest. I need to rescure some lord from prison but when i defeted prison guard the door behind him lead to arena not to prison, in other quest i could't find guard at all, can someone help me ?
 
PanMajlo said:
Hi, this mod is great,
but i have a problem with quest. I need to rescure some lord from prison but when i defeted prison guard the door behind him lead to arena not to prison, in other quest i could't find guard at all, can someone help me ?

Sadly, that's the case with every castle/ town. It seems like they accidently mistook 'arena' for  'prison' probably due to the devs not being English.
 
Johrnarlor said:
I've been playing this literally the entire time since it's release and i'm still enjoying this! Also had some nice multi games which are really fun.

However there are indeed some issues.

- Archers: Like Dankmar already stated, archers are killing machines so more shields are a must.

- Magic: magic becomes too much of a normal weapon. It should be something you use strategically. As for now, i can just melt entire armies and dragon utopias with dragons + castle to the ground. The spells are ok. It's not the effect they have what bothers me, rather the amount of times you can use them. I have **** loads of mana and i don't even get to use half of them in a battle. I don't know how the amount of mana you have is calculated but it's too much. I would rather go for the amount of Intelligence you have X 10. Just like in the original game.
So if you have 6 intelligence, you have 60 mana points.

- Growing strong: becoming strong is really easy. Just buy some troops and go clear your first dungeons and soon you'll have an army of archers, loads of gold and lots of skill and you're ready to get some dragons. I also noticed that you start already with a considerable amount of skills. Perhaps let the player start even weaker then in vanilla? With all mains skills on 1? And if you are a mage you'll have 4 intelligence, and if you are a warrior you start with 4 strength. Something like that.

- Dungeons: I really feel like there are too many dungeons on the map. It's full with them. Instead of having a lot of them on the map already when you start, perhaps start with NO dungeons and on the end of every day 3 are added. And instead of being removed after 30 days, lower it to 20 days or so. Otherwise it's too filled.

- Sieges: I have this issue while defending a fortress town. When the battle starts, the enemy attacks my gate with all their cav and lords. But they get killed by archers. And the rest of their army just stays near their spawn. Just like in vanilla where they would wait for their siege tower to reach the walls. They just keep standing there getting killed by my archers. As soon as their reinforcements arrive, their newly-arrived cavalry immediately goes total Leeroy Jenkins and charge my gate and, obviously, die. Even if i break my own gate, they still don't charge.

I do hope these issues will get fixed in later versions. But even now, the mod still really nice.

-Magic
Lowering the amount of mana the player has would be a good start. 10 per skillpoint sounds good for me.
Another idea that i had would be implementing an cooldown. 10 seconds for low stuff like heal, 30 for necromancie and stuff like the blizard and 1 minute for high end stuff like the fireball and firewall, just so you cant spam them.


-Shields
The main problem i see with them is, whit troops like daemons and golems. Shields could look a little bit odd on them if you ask me.
For the rest, it should be quite easy, for inspiration i would recommend this.

http://mikesrpgcenter.com/mm7/armor/largeshields.html
 
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