January 11, 2015

MC:MC released!

After 3 years finally the campaign is released!

Two years of work, half a year of testing and half a year of making new menu.
The campaign is available to download from Celestial Heavens site or chomikuj.pl in the Download section.

The zip file contains:
  • Memory Crystal campaign
  • Readme file
  • Table with skills
  • new_mod file with new main menu image (presented below), main menu theme "wandering", and new portrait.
The "About The Project" section has been updated with description of new campaign

December 29, 2014

Time of release! First week of January 2015!

I am proud to announce that after many perturbations, the Memory Crystal Campaign for Heroes of Might and Magic 4 will be released in first week (or so) of January 2015. I am sorry for all those fans who have waited for the campaign and for the continously changing the release date. It was because I was working on my own fanmade menu theme. Yes, that's right! The new campaign will have it's own menu image and music!

The new campaign will consist of:
- 8 beautiful maps, each tested by four mapmakers.
- custom prortait
- new main manu image and music!
- a great amount of fun and addictive story line.

Here I have made a teaser for all of you but specialy for the ones who didn't forgot about my project. It will show you what are you about to experience in the game.

April 5, 2014

The realese is near :)

The campaign is after three testers (including me). Now only the last tester is playing the game and the campaign has only minor bugs which doesn't prevent for enjoying the game. So I think soon the game should be excellent :) I want to make it really good because of the time I spent on it, but I don't want to overdo. Repairing bugs over and over again can take infinite amount of time - and that we don't want this, do we? :)
Below have a picture to promote the campaign

I don't have rights to the image. The original picture was made by:
Artwork by ChaoyuanXu

October 26, 2013

Open Tests!

For the ones who were waiting ... Great news!

I finished the campaign made some changes and fixes, and now there is beta version of Megom Chronicles: Memory Crystal!

So now I am searching for those brave ones who want to test it. The game is 100% playable has minor bugs, text typos and so on. It needs more polishing do that's why I am introducing you to open tests!

Test will allow you to play this game as one of first! You will receive extra map of Aalondor, which you will need during tests. You will receive also "Tester's Diary" a small Excell file where you can find methodology of testing and space where you can write found bugs.

I am seaching from 3 - 5 testers no more no less. It will be good to test it on various levels of difficulties so I will choose people according to their gaming skills.

Please write your applications to e-mail adress: mich.krajewski[at]gmail.com
Write down on which difficulty you will be playing. I warn you - campaign is rather hard.

Campaign properties:
Game version: Equilibris v3.51 (You can download it here: EQ mod)
Players: 1
8 Maps: M, M, L, XL, M, M, L, XL

September 18, 2013

Update IV

I have tested 6th map and now I am currently testing map 7th - the one before last map. I have decided to change few things but still it isn't a lot. A slow progress is mainly a result of a job... I was thinking of releasing the beta version still in september, but it will be rather october.

During the works on this campaign my script skill improved, so that I can see all these stupid solutions in MC:ToS, which now I would made totally differently.

List of major changes:
  • Lowering the number of megadragons the King of Megadragons had - he had them too much.
  • Changed one riddle in the 6th map so that it is optional, not essential to pass the maze. It was difficult even for me, but the reward is pretty neat.
  • Map 5th need a lot of changes in creatures stacks because it is a RPG style map, and creatures were too big for the player even in the novice difficulty. Creatures were changed to computer banner and dinamically changed to no player .It is great because I can steer in which day it happens, increasing or decreasing the difficulty. It is really good solution for all RPG style maps.
  • The main hero will have limited number of spell points which have an explanation in the story. Before it had from the start of 6th map a great amount of mana, which is irrational.
  • Apart form major changes there were lot of smaller one for example: quest hut which didn't work, text mistakes, carryover errors, which were annoying because I had to restart the map.

More things to do:
  • Replace bless wand for healing wand.
  • I changed the winning moment in the 6th map making the map more difficult, because player don't have time for playfull strolling.

July 28, 2013

Update III

I finished making the campaign and now there is time for testing. The first time I am going to play through the whole campaign, fix some bugs, ballance the game etc. After that I will be searching for testers, so stay tuned.