MM8,5 - Echo of Destruction

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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vladimir-maestro
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Unread postby vladimir-maestro » 20 Jul 2011, 17:12

MMXAlamar wrote:Awesome bosses Vlad! It reminds me of Crusaders of Might and Magic a bit - especially his weapon.

A question - will you be able to enhance things such as the sky and the rain with Grayface's new enhancement tool?
weather effects always were difficult in mm. do not sure that it is possible at all.
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Site about MODs: http://www.mmgames.ru
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Coldy
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Unread postby Coldy » 20 Jul 2011, 18:58

Wow is that Zog? :D

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vladimir-maestro
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Unread postby vladimir-maestro » 27 Jul 2011, 05:22

Experience the new order of creature development!
Meet new ones in the places you already've been!

See the crossovers with HOMMIII - forest fairies, dendroids and unicorns - all with unique abilities and statistics!
Image
You can contact me here:
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vladud @ yandex.ru - preferred one
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Site about MODs: http://www.mmgames.ru
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if you wish to upload some materials for this site - let me know.

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tolich
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Unread postby tolich » 27 Jul 2011, 11:01

A sprite in Might and Magic, unseen long ago after XEEN? Great then!
(Do dendroids bind into the ground, as in HMM3 do? They would be very nasty opponents if they do.)

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vladimir-maestro
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Unread postby vladimir-maestro » 27 Jul 2011, 14:37

tolich wrote:A sprite in Might and Magic, unseen long ago after XEEN? Great then!
(Do dendroids bind into the ground, as in HMM3 do? They would be very nasty opponents if they do.)
not sure about binding but they could paralyze if you wish.
You can contact me here:
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vladud @ yandex.ru - preferred one
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Site about MODs: http://www.mmgames.ru
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if you wish to upload some materials for this site - let me know.

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vladimir-maestro
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Unread postby vladimir-maestro » 27 Jul 2011, 20:05

any other creatures from previous MM series that we possibly could re-produce?
You can contact me here:
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vladud @ yandex.ru - preferred one
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Site about MODs: http://www.mmgames.ru
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if you wish to upload some materials for this site - let me know.

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MMXAlamar
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Unread postby MMXAlamar » 28 Jul 2011, 00:22

I'd like to see the Cuisinart, because they were only in MM6 and then vanished forever.

Also I'd like to see the Gamma Gazer again!

Another fun one is the Armadillo :D

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vladimir-maestro
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Unread postby vladimir-maestro » 28 Jul 2011, 03:22

MMXAlamar wrote:I'd like to see the Cuisinart, because they were only in MM6 and then vanished forever.
:D
this one?

Image
You can contact me here:
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vladud @ yandex.ru - preferred one
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Site about MODs: http://www.mmgames.ru
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tolich
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Unread postby tolich » 28 Jul 2011, 10:28

No, something from this picture:
Image

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vladimir-maestro
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Unread postby vladimir-maestro » 28 Jul 2011, 11:20

[quote="tolich"]No, something from this picture:
i guess this one is black knight? if so - black knights will be one of the new classes...so there will be some to support promotion quest.
You can contact me here:
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Site about MODs: http://www.mmgames.ru
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MMXAlamar
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Unread postby MMXAlamar » 28 Jul 2011, 14:48

Lol nice picture!

The Death Knight, Doom Knight, Cuisinart.

They were only in two dungeons I believe; the Cave of the Dragon Riders in Kreigspire, and that other one in Western Silver Cove.

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GreatEmerald
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Unread postby GreatEmerald » 28 Jul 2011, 17:28

Yea, each time I read about Morgoth/Melkor, I imagine a Cuisinart :D

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vladimir-maestro
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Unread postby vladimir-maestro » 05 Sep 2011, 19:10

Classes revealed

Now we can tease you with our new classes. It will be VERY unusual, VERY hard to understand but also VERY interesting and endless possibility for experiments.

Party generation will be dependent of a player one charecter by one - so you could have 1-5 members in your party dependent of a difficulty settings and your skills. Every difficult setting will provide it's own "tactics" so you'll have toexperiment with it cause mobs will be differ.

We will got 7 (14) classes with their strong, weak and "interesting" specialisations. why 14 you will ask - every class got 2 ways of development... read more...

death knight - combat class with defensive stance or offensive stance.

forester - ranged clerical warrior with crossbow specialisation and enchantment or self-defencive stance.

healer - clerical class with true clerical build or monk type fighter.

sorcerer - pure elemental class with elemental powers or sorcery enchantment and summoning skills.

shaman - heretic lizardman class with witchcrafting skills and voodoo magic, agile and vital warrior or dismal witch doctor.

battle mage - elemental paladin class, no clerical magic, could be magical fighter with passively activated spell attacks or draw magician with spellbreaker ability and magic consuming skills.

druid - cleric + mage in one, could draw power from elemental skills or clerical skills.
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every class would have 2 skill builds that couldn't be activated at the same time, one build will have it's own benefits and restrictions at the same time - you will have to decide what is better for you - greater healing and magical powers or combat abilities, good rnged gamage or evasion and defence, magic resistance or clash power etc.
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Skills
we will bring back "unarmed", "dodge" skills, will add new skill "aura" that will work opposite to regeneration and recover your mana points over time. regeneration skill will be enhanced, many other skills will be changed and revised.

almost all skills now will be synergy with other skills and work as "combo-skills" allowing your charecter to use some new class specialisations works only for this single class and no more.
You can contact me here:
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vladud @ yandex.ru - preferred one
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Site about MODs: http://www.mmgames.ru
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if you wish to upload some materials for this site - let me know.

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vladimir-maestro
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Unread postby vladimir-maestro » 24 Sep 2011, 18:29

24 september update:

New classes
Image

Resurrected skills
Image

New magic, uses health points instead of spell points, magic of a warrior classes.
Image

New skills
Image

New spells and magics
Image

The same armor style that fits male\female charecters as well! No more different look like in Maestro MOD!
Image
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.

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Konfuzius
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Unread postby Konfuzius » 24 Sep 2011, 20:13

I like the idea behind the classes, it's different and sounds like fun :)

But will the only beast race be the Lizardman? I would miss the Minotaur if he wouldn't be in :/

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GreatEmerald
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Unread postby GreatEmerald » 24 Sep 2011, 20:28

Just going to note that the description for the Dark Powers could do with a bit of spell checking.

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tolich
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Unread postby tolich » 25 Sep 2011, 05:31

'Ability to use abilities', lol.

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vladimir-maestro
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Unread postby vladimir-maestro » 25 Sep 2011, 06:41

GreatEmerald wrote:Just going to note that the description for the Dark Powers could do with a bit of spell checking.
it is a blood magic, it use health to be casted - so more often you use it, less healthy your dark knight became :)

p.s. there will be 2 options - with or without class enchantments for newby players. the only skills that will be applied are unarmes, dodge and meditation (yes meditation is new skill! old meditation became an "aura" skill cause aura is something constant and meditation - is a procces and can't be constant but meditation could restore you mana points as well).

+ some changed magic skills and some spells. anyway we want to create different difficult settings and ways to play so you'll play it more and more and everytime face something new :devil:
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lizardmen are not bestial race as you could think - they use the same proportions of a human body =)

dark knights are some kind of an undead - we cannot decide any fitting beast race to fit existing classes and that was the problem. it was hard to shape the same armor for both male and female characters so non standart race is hard to create.

if you will suggest better bestial race that will perfectlt fit to existing classes - we promise to think about your suggestion.

there will BE NOT pixie druids, werewolves, golems.
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
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Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.

BoardGuest808888
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Unread postby BoardGuest808888 » 25 Sep 2011, 07:25

Can we get efreeti & genies for bestial race (I mean, using beast proportions) ?

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Konfuzius
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Unread postby Konfuzius » 25 Sep 2011, 08:18

vladimir-maestro wrote:if you will suggest better bestial race that will perfectlt fit to existing classes - we promise to think about your suggestion.
Hmm, I think the best fitting class for Minotaur would be the Battle Mage, physically though and use of magic, comparable to the MM6 Minotaurs.
I know that MM8 Minotaurs used only clerical magic but they sucked in it, a Minotaur must be an offensive race.
vladimir-maestro wrote:there will BE NOT pixie druids, werewolves, golems.
That's good to know :)


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