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Monster Master RPG

Join our Discord community for Monster Master RPG: Join the Monster Master RPG Discord Server!
Monster Master development was taken over by Thorlar and Browning.
You can reach out to them via Discord.





Balances/Improvements:

  • -Increases experience gain by 50% for all players at or under level 5.
    -Changed the init text.
Bugfixes:

  • -Fixed a critical bug that only player 1 can buy items.
    -Fixed a bug that the starting items did not belong to the right player.
Note:
This is just a small bugfix version with some critical bug fixes!
So its important to play this version!





Content:

  • -Added a new icon for Wisp King.
Balances/Improvements:

  • -The gates in Dungeon #13 now just respawn if you completely reenter the dungeon.
    -Added a new way to get Iraculus. (2 methods now!)
    -Now monsters learn stages 4 spells with FL 30 or more instead of 40.
    -New Multiboard state: "Tut" while you are watching the cinematic tutorial.
    -Increased the hp of the dungeon #13 gates by 150%.
    -The abilities in the treasure were swapped - fixed.
    -Increase duration of the boss gold texttag. (+2 sec)
Bugfixes:

  • -Hopefully fixed the hotkey problem with Mega Ball [R].
    -Fixed an exploit where you were able to give someone else items from your court monsters.
    -Fixed an exploit where you were able to give purchased items to other players.
    -Fixed a bug that monsters did not need to have FL to wear FL required items.
    -Fixed text of Fusion Scroll #45. (Unholy -> Demon)
    -Fixed a bug that Fusion Scroll #39 did not drop.
    -Spellname: "Stufe" instead of "Stage" in tooltip: Chain Lightning, Healing Wave
    -Fixed the bug that monsters in the court at lvl 1 will get a level up.
    -Fixed the buff of the Lightning Boots movementspeed-aura.
    -Fixed a calculation bug in the master protect system.
    -Fixed the tooltip of the Fusion Scroll for Serpentia.
    -Fixed a disorder of the fusionscrolls variables.
    -Fixed the error message of the "-tut" command outside of the town.
Note:
This is just a small bugfix version.
But if you always want the newest version its recomended to play this one. ;-)





Improvements:

  • -Added a huge cinematic tutorial.
    -Improved the command: "-mi" -> you now can use "-mix" where x is the number of an other player.
    -If you now take monsters from the court you wont get spammed by text messages.
    -Made Monster Master a little bit smaller.
    -Improved the Afk-Sys message.
    -Improved the Leaver message.
    -Added a specific buff to all potion effects.
    -Changed the icon of Chaos Orc.
    -Changed the soundset of Wicked Draenei.
    -Bosses now drop Fusion Scrolls with a chance depending on the boss' strength.
    -Made the monster effects of the court illusions of other players much smaller.
    -Slightly improved the coding of the single-player-detection.
Bugfixes:

  • -Fixed a bug that caused Yamata fusion to malfunction.
    -Fixed a multiboard bug which caused green icons after a player left the game.
    -Fixed a bug that no illusion was spawned in the court if you catched a monster with a full team.
    -Fixed a bug that monsters at lvl 1 which were loaded in the court got a level up when restoring.
    -Fixed a bug that monsters weren't invulnerable when entering the Healing Zone.
    -Fixed a bug that AntiUnitControl Sys does not work.
    -Fixed a bug that caused a different Ankh value in the market and for sale with the item management system.
    -Fixed a hotkey of Manashield stage 4 with 'W'.
    -Fixed the Manashield buff tooltip.
Balancing:

  • -Increased the Slow duration from 4 to 7 seconds.
    -Balanced Dagger.
Note:
This is just a small bugfix version.
But if you always want the newest version its recomended to play this one. ;-)





Bugfixes:

  • -Fixed a bug that the kill-boss-message was displayed as often as there are players in the same dungeon.
    -Fixed the multiboard bug with the eyes.
    -Fixed the camera bug with dungeon #13.
    -Fixed a bug with Item Info ability which showed the wrong item owner.
    -You weren't able to start the PvP fight - fixed.
    -Fixed a bug that Pipe of Insight need lvl 5 instead of lvl 4.
    -Fixed a bug that the Leave trigger will not activate when a player leaves the game.
    -Warmace gives wrong boni - fixed.
    -Medallion of the Brave gives wrong boni - fixed.
    -Fixed a bug that all players were informed when a unit in the PvC arena dropped an item.
Note:
This is just a small bugfix version.
But if you always want the newest version its recomended to play this one. ;-)





New Kontent:

  • -A completely new Dungeon. (#13)
    -7 new T4 monsters.
    -4 new ?-monsters.
    -11 new Fusionscrolls.
    -new PvC fights up to rank 31.
    -2 new basic items.
    -new item models for potions and food.
    -converted all boss items into ultimate items.
    -3 new ultimate items.
    -now all bosses have got their own personal boss items.
    -10 new normal items. (lvl 2 - 29)
Improvements:

  • -Recoded and highly improved the Save Load System. (code resett!)
    -Greatly improved the initial monster choose system.
    -If you now store monsters in the court there will be illusions which help you.
    -Added a system which decreased damage taken to your Master if he got monsters on his side.
    -Bosses in Dungeon #12 or higher now got stage 4 spells.
    -When PvC enemy monsters revive they now attack a random unit instead of the master all the time.
    -Chain Lightning: added information about how often the strike jumps.
    -If you store a monster now it will get unselected.
    -Item drop messages now only goes to the players in the same dungeon where the item has dropped.
    -Added new command: "-afk"
    -Added new command: "-ping"
Bugfixes:

  • -Fixed a camera bug after a lost PvC fight.
    -Tauren boss monster was lvl 28 instead of lvl 25.
    -Fixed Rain of Fire tooltip for the damage over time value.
    -Fixed a bug that the item sell special effect and texttag wasnt on the right position sometimes.
    -Added pathing blockers to the dungeon portal of dungeon #12.
    -Fixed a bug that Poison Attack's duration was undefined long and did not kill creeps at stage 4.
    -Fixed Dragonhead Naga soundset.
    -Fixed a bug that Evilbird was a strength hero.
    -Fixed a bug that Arakkoa was a strength hero.
    -Fixed the attributegain of Wildekin.
    -Fixed a bug that you were not able to sell fusionscrolls in a shop.
    -Fixed many other minor bugs due to the complete recoding of the map.
Balances:

  • -Decreased cooldown of all net-effects from 3 to 1 second.
    -Increased cooldown of Entangling from 10 to 12 seconds.
    -Improved Curse from 2/4/6/8 to 4/8/12/16.
    -Improved Manashield from 3/2/5/2/1.5 to 3/2.25/1.5/0.75.
    -Balanced some lvl 2 - 29 items.
    -Made all bosses from Dungeon #12 or higher stronger.
    -Balanced Heal from 5/10/25/50 to 10/20/35/55.
    -Balanced Damage Aura and Fear Aura. (1/3/6/10) and (-1/-3/-6/-10).
    -Improved True Sight.
    -Improved mana- and lifedrain at stage 4 from 50 to 60 points per second.
    -Added mana cost to Reincarnation.
    -Gave Draelokk another third ability. (Splash -> Pulverize)
    -Draelokk now gains less intelligence and more agility.
    -Set Ankh gold price from 2000 to 1250.
    -Set Teleport gold prive from 200 to 600.
    -Improved Gold Ring.
    -Improved Ring of Life.
    -Berserk balanced from 20/40/60/80% to 25/50/75/100%.
    -Increased Multipower duration from 12 to 15 seconds.
    -Imrpoved Critical Strike from 10/15/20/25% chance to 15/20/25/30% chance.
    -Chimaera now gains more intelligence. (- other stats)
    -Mandraga now gains less intelligence. (+ other stats)
Coding & Mapping:

  • -Recoded everything into vJass.
    -Improved the PvC init function.
    -Coded a teleport system for Dungeon #13.
    -Changed imported Icon Paths.
Cosmetic:

  • -Made all bosses in the map bigger.
    -New Item coloring:
    ->Basic: Grey
    ->Normal: White
    ->Boss: Red
    ->Ultimate: Teal
    -Gave Black Wolf a new model.
    -Gave Raven a new Icon.
    -Added a chaos effect to Duros and removed the fire effect.
    -Changed the icon of Rune Lobster.
Other Things:

  • -Credits: Dan van Ohllus (Raven Icon & Triclyde)
    -Credits: Misha (Naga Sorceror)
    -Credits: Air Elemental (alfredx_sotn)
    -Credits: Ocubeam (Beta Tester)
Note:
This is a very huge update of the map.
As you can see there is much new kontent but you also need to start new because of the recoding.
I hope you can understand that and will still enjoy the game.





Bugfixes:

  • -fixed a bug that you were able to deactivate the enemy Ki with gHost.
    -fixed a bug where it could happen that your monsters will stay in the PvC arena after you lost a fight there.
General Changes:

  • -changed the seconds spell from Balamoth: (Defensive Attitude -> Rain of Fire)
    -now dead monsters will revive when you start a PvC fight.
Balances:

  • -Improved Armor-Train Aura. (+0.1/lvl)
    -Improved Mana-reg-Train Aura slighty. (+0.05/lvl)
Interface:

  • -fixed an interface bug with Hydro Water.
    -fixed a bug that Tuskarr and Wildekin had no icons in the multiboard.
    -fixed many typos in some tooltips (special thx to Tails Clock @ TheHiveWorkshop)
    -added a playercolor to the boss itemdrop message.
Note:
This is just a small bugfix version.
But if you always want the newest version its recomended to play this one. ;-)
The most bug fixes and changes are positive for players.
Special thx to Tails Clock @ TheHiveWorkshop!





Gameplay/Keyfeatures:

  • -Now monsters etc get unselect when MM enters or leave a room.
    -MANY new Monster Master names. (26 in total! One for every alphabetic character!)
    -The Boss from Dungeon #8, #9, #10 are stronger now.
    -Improved the F9-Log from "Items" and "Fusion-Help".
    -Now ALL T4 monsters with a sub fusion with a ?-monster needs a min FL by 10!
    -PvC Monster Master now level their Aura abilities dependent on their level.
    -After all players left a dungeon all monsters there are completely reset - also the food boni!
    -Increased the FL-increase from +5 to +6 when fusing two monsters at lvl 30.
    -Deactivated a blizzard feature to make the whole map visible.
    -Added a new sortie for the Portal Room, because many players disliked the long way out.
    -Now PvC enemy monster can have a FL.
    -Now feeded monsters have got a visual effect so that you know which one you feeded.
    -Added a new Multiboard State: "PvC" while fighting in the PvC-Arena.
    -Added a new Multiboard State: "PvP" while fighting in the PvP-Arena.
    -Recoded all PvP Triggers and konverted the last Gui triggers into Jass and vJass - also fixed bugs.
    -Monster Masters in a PvP fight are now invulnerable as long as they got monster on the arena field.
    -Added a new Dungeon: #11 - "Dream World"
    -Added a new Dungeon: #12 - "Elemental Islands"
    -Changed how FusionLevel improves the monster: 1/6 = +Damage - 5/6 = +Stats (max: +50stats/+10dmg)
    -Changed the calculation of the chance to get a boss item.
    -Recoded the Ability Learn Systems for a much better performance.
    -Added full fusion bonus to all monsters for a better ingame performance.
    -Added a new Master-Databank for all ingame Monster which substituted some other Databanks. (Hashtables)
    -Every Player now has got an Itembox in the town in which he can store items.
    -Recoded the whole MonsterManagement System. (better performance)
    -Increased the "item-give-range" from 150 to 300.
    -Added the ItemManagement System to the Monster Master of every player.
    -PvC-Arena: The enemy Monster Master now recall his monster a few seconds after they died.
    -8 new PvC fights in total!
    -Remade/Rebalanced the min req rank points for the dungeons.
    -Made creep gold also dependent on the creep's FL. (for example: creeps in dungeon #10 now give 35 gold)
    -MonsterView in the Multiboard now shows if a monster is dead or alive.
    -Greatly Improved Init. (Performance)
    -Reduced revive time from the Monster Master from 30 seconds to 25 seconds.
Bugfixes:

  • -Cmd: FusionLevel was displayed wrong in some situations.
    -Fusionscroll: fixed the name of the "Balamoth" fusionscroll.
    -Sound: fixed the SnowOwl soundset.
    -Fixed a bug that a monster did not have any FL damage boni after restoring it from the court.
    -Fixed a bug that all T4 air monsters belonged to the unholy class.
    -Fixed a bug that you were able to catch enemy monster's and the monster masters in the PvC-Arena.
    -Fixed a bug that Bird Talker had a melee attack instead of ranged.
    -Fixed a bug that sometimes you got teleported to a wrong dungeon or something like that.
    -It was possible to catch and feed enemy summons - fixed.
    -It was possible to target the own monsters with feed.
    -It was possible to target the Monster Master with feed and nets.
    -Fixed a buggy event from the Court Store feature.
    -Snow Owl and Frost Treant had the same abilities - no bug, but many players disliked that.
    -Hopefully fixed the bug that Taunt did not work correctly.
    -Fixed a bug that respawned monster in dungeons always lose their FL.
    -Fixed a bug that players were able to move their units into the PvP-Arena castle.
    -Fixed a bug that players were able to share purchased items - now they are binded.
    -Fixed the itemdrop system textes and added a playercolor to them.
    -Fixed the tooltip of Rejuvintation.
    -Fixed a bug that creeps in dungeon didn't get increased damage due to their FL.
    -Fixed a bug that PvC monsters did not remove when the player left the game while fighting in the PvC-Arena.
    -Soundset: Fixed the soundset from Raven. (Bearvoice 0.o)
Balances:

  • -Illusion now deals the same damage on every level.
    -Balanced Sneak. (made it better [+])
    -Balanced Koma. (made it weaker [-])
    -Balanced Fire Rain. [-]
    -Balanced Megaball Ability. [+]
    -Balanced Blizzard. [-]
    -Balanced Mega Magic. [+/-]
    -Balanced Summon Earth Elemental [-]
    -Rebalanced PvC-Arena fight cost to: "15x²"
    -Balanced Special Missiles. [-]
    -Balanced Healing Wave. [+]
    -Balanced Rejuvintation. [-]
Cosmetic/Terrain:

  • -F9-Log: "WarlordsMaster" was written wrong.
    -F9-Log: fixed a writing bug with my email adress "[email protected]"
    -Name: fixed the typebug where "Toxic Liquid" was written "Poison Liquid".
    -General minor interface improvements.
    -Fixed a bug that Evil Armor got no projetile when he attacks.
    -Fixed a typebug "stroed" -> "stored" in the MonsterManagement.
    -Fixed a minor typebug "actived" -> "activated" while map init.
    -Teleport: The Monster Master now face to you after teleporting.
    -Added a minor grafical effect to the meres in dungeon #10.
    -Added a big pier on the bottom end of the town.
    -Added "Robbepop @ Northrend" to make sure on which server you have to search me. ;-)
    -Added peq to the credits for his small, passive hashtable tutorial.
    -Added Kricz to the credits for his awesome icons for the Monster- and ItemManagement System.
    -Added PipeDream, Vexorian, PitzerMike and MindWorX to the credits for the JNGP and vJass.
    -Added a fire visual effect to Duros.
    -Added the Partnership with "clan Gnet" and "God-Network" to the Loadscreen text.
    -Made some minor terrain cosmetics in a few dungeons.
    -Added new import icons to the MonsterManagement System.
    -Added new import icons to the ItemManagement System.
    -Added Headlessone to the credits for his beta testings.
Note:
This is a very huge update for MM RPG.
Nearly all missing Gui triggers are converted into Jass and i also use vJass elements.
The game is getting into his last steps bevor the first non-beta version is starting the development.
I did not change anything but the performance on the Save/Load system,
so your codes will still work. ;-)
This version is only stable to v1.24 and not to any earlier versions of wc3!

New Monster Master Names:

  • A - Avaldo
    B - Baldir
    C - Celvin
    D - Doros
    E - Evio
    F - Faras
    G - Gantor
    H - Helgaris
    I - Ionas
    J - Jaquaire
    K - Keeve, Krucz
    L - Lorgomir
    M - Malgabis
    N - Normanus
    O - Olavius
    P - Peokles
    Q - Quezal
    R - Rokhan
    S - Silvan
    T - Temeras
    U - Urio
    V - Valnar
    W - Wamberan
    X - Xantis
    Y - Yizz
    Z - Zoltan



Bugfixes:

  • -Fixed a bug which causes monsters in dungeons to despawn when a player left the region.
    -The monster in the sub fusion field will no longer lose it's items.
    -Some of the new monsters caused bugs in the savesystem - fixed.
    -When a player left while fighting in the PvP arena, the others couldn't finish the fight - hopefully fixed.
    -When a player left and revived afterwards, his state in the multiboard was 'alive' instead of 'left'.
    -Hell Walker had a melee attack - fixed.
    -Moonwood Walker had a melee attack - fixed.
    -Beast Talker had a wrong soundset - fixed.
    -Fixed some spellbutton positions.
    -Fixed a typeing bug with Scroll of Fusion #16.
    -Improved the damagelost of cripple.
    -Recoded the player left trigger. (Gui -> Jass)
    -Increased effect duration from Multi Power from 10 to 12 seconds and fixed typing bugs.
    -Dark Dorem has now got a new passiv ability. (Lifesteal -> Evasion)
    -It was possible to catch the PvC monster master which causes bugs - fixed.
    -The tree eating ability could make shortcuts in dungeon #8.
    -Hopefully fixed the hotkey bug with Megaball.
Note:
This is a fix version like v0.37b.
I hope there wont be any greater bugs in MM RPG now,
so that i can start developing the v0.4b versions.



Bugfixes:

  • -Fixed a bug, that you got "Drac Lord" instead of "Balamoth"
    -Typefix in F9-Log: "speedygonsales" -> "SpEeDyGonsales"
    -Some fusions for new monsters did not work - fixed.
    -Pardise Bird in Dungeon #10 had no items - fixed.
    -Textbug in the box on top right.
Note:
This is just a small fix version, but it's still importn to play this one instead of
v0.36b because the bugs were huge and everything but funny.



Bugfixes:

  • -Fixed the Staff of Lightning bug by changing how the spell is working.
    -Fixed a bug in the AntiAfkSys and recoded it a lil bit.
    -Fixed a bug, that sometimes enemies massed in dungeons. (for example in front of a gate)
    -Monster Master was able to equip some "only monsters" items - fixed.
    -Fixed a bug, that players lost gold when they got killed in the PvP arena.
    -Cloud Fog didn't cause enemies to miss on their attacks.
    -Monsters with Reincarnation wont get removed from the game now, when they die while reincarnation isn't ready.
    -Critical Strikes from items never triggered - fixed.
    -Megamagic was able to destroy trees, which could cause other bugs - fixed.
    -PvC Enemys often didn't attack your monster master - fixed.
    -Fixed a huge bug in the Fusionsystem, where a wrong monster was removed instead of the fused one in fusions with 2 different players.
    -Fixed a bug, that monster had no abilities, when they were caught above level 1.
    -Earth Guardian was shown as T2, but it was T3.
    -Fixed a tooltipbug from Poison Strike.
    -Added manacost to teleporter. (staff)
    -Wisp had a melee attack, but should be ranged - fixed.
    -Fixed a bug, where the Itemdropmessage said that a fusionscroll dropped, when a specialitem dropped instead.
    -Increased the distance from a portal when you enter a new dungeon.
    -It was possible to go through the closed PvC-Arena door - fixed.
    -Mega Drac had no projectile - fixed.
    -Added an error message, when loading with an old code. (also some Errors didn't worked right)
    -Added some error messages for "-new"; for example when you try to repick while fighting in the arena.
    -Fixed some bugstates.
    -Fixed a tooltipbug in the "Drac Lord" fusionscroll.
    -Fixed a bug that True Sight did not have any level conditions.
    -Fixed a bug that Corruption Aura did not have any level conditions.
Improvements/Performance:

  • -Decreased Loadingtime and improved game performance a bit by changing how the ability learn system works for enemy creeps.
    -Recoded the whole teleport triggers and added a few features to them. (GUI -> JASS)
    -Recoded the Fusionsystem a bit - now items from "parents" will go into the inventory of the result monster on will be layn down to its feet.
    -Recoded some other Triggers from GUI to Jass.
    -Added a max loadcount: Players now have got 5 tries to load their heroes.
Terrain/Cosmetics:

  • -Increased size of dungeon #6 a bit.
    -Increased size of dungeon #7 a bit.
    -Imrproved the portalrooms "terrain" a bit and made the missing numbers for the next dungeons.
    -Remade a few interface options.
    -Added a new imported icon to Burning Treant. (selfmade)
    -Added a new imported icon to Frost Treant. (selfmade)
    -F9-Log completly remade.
Gameplay:

  • -Added 4 brand new ?-monsters.
    -Added 7 brand new T4 monsters.
    -Added a new Multiboard, which give a great overview about the players and their teams.
    -Monsters now learn their stage 4 abilities with a min fusionlevel of 40 instead of 50. (they also need to be lvl 30)
    -Greater bosses now give more gold, when you kill them.
    -2 neu Dungeons! (#9 and #10)
    -New PvC-Arena fights. (20 total)
    -A new command: "-swapxy" which allows the player to swap the monster data with the data from a court slot.
    -Remade the fusionlevel requirements for T4 and ?-Monsters.
    -Increased the attack damage from monsters with higher tiers. (+2 dmg / tier)
    -Monsters in higher tiers get a hp and mana bonus now.
    -The command "-mi" now also shows the Fl of all monsters.
    -Monstermaster now revive after 30 seconds instead of 45 seconds.
    -Now, only players, who are in the Dungeon get the gold and the message, when a boss is killed.
    -Added a new Ability: Stomp
Balance:

  • -Balanced the price of some staffs.
    -All mana potions now cost 5 mana to cast.
    -Increased the bonus damage from Inner Fire.
    -Increased the bonus damage from Damage Aura and made the value non-%.
    -Rebalanced the price of some Monster Master items.
    -Rebalanced heal value of Spell: "Healing Wave"
    -Flying Dutchman now has got new abilities.
    -Greatly improved True Sight.
Items:

  • -Made the 7 missing Fusionscrolls for the ?-monster t4 fusions.
    -Added 12 brand new Fusionscrolls for the new monsters.
Note:
I had a huge data lost. So the work for the new version took longer and i had to recreate much stuff.
Please report all bugs to me, so that we can make MM RPG an awesome and bugfree game! :D



Items:

  • -Added 11 new Boss Items
    -Added Fusionscrolls
    -Added new and different Nets
    -Added Ankh of Reincarnation
    -Added Teleport
    -Added Staffs for Monster Master.
Abilities:

  • -Balanced some abilities
    -Added a few new abilites
    -Now every ability has got a new ultimate level 4 for lvl 30 monsters.
Triggers:

  • -Reset of savecodes because of SLS recodings
    -New Revive System
    -Fixed all reported bugs
    -Recoded nearly all Systems
Monsters:

  • -Added about 60 brand new monsters. (119 monsters total!)
    -Fixed some animation bugs of many monsters.
Gameplay:

  • -Changed the Fusionrules so that it is now easier to understand for noobs.
Terrain:

  • -Remade the whole terrain.
Note:
Because of the great terrain changes, the gameplay was influenced
and is now more like the real Dragon Quest Monsters or Dragon
Warrior Monsters games. The way you have to find new monsters could
be difficult for newbs, but i think, when someone like the gameplay
he will find it out. ;-)





Hint:

Persons, who know and liked the Dragon Quest Monsters
or the Dragon Warrior Quest games,
will sure love this! :D


And now the description:

You play the role of a Monster Master in a town of a volk which live
close to the nature. There you get the mission to train your own team
of Monsters to help them cleaning the country from the Darkness.

To get a better Monster Master and to get permission
to enter the greater areas, you have to fight
and win competitions in the PvC arena.

To get better Monsters,
you have to fusion them.
The stronger the parents,
the stronger will be the fusioned monster!
There are 141 Monsters in total in v0.55b.

As the Monster Master you can decide,
when your Monsters fight,
what Abilities they use and what Weapons and Armors they wear.
Every Monster has got 2 Item Slots.
The Monster Master can't wear equip items,
but he can carry potions,
or nets to catch new Monsters
or other useful stuff for the team to survive in the wilderness.

You can make matches versus your friends
in the PvP arena or play together as a team in the hostile dungeons
in the world of the monsters.


Features:

There are many features.
It's the best to find them out by simply playing the game. =)
It could be that the game isn't beginnerfriendly,
because in the beginning it is hard to
understand how everything works,
but finally it's fun, when you understood! ;-)


Screenshots:

And now a few Screens of the Game for you!


Basic Monsters:
neue_monster_in_v02a_t1_123.jpg


Tier2 Monsters:
neue_monster_in_v02a_t2_676.jpg


Tier3 Monsters:
neue_monster_in_v02a_t3_362.jpg


Tier4 Monsters:
neue_monster_in_v02a_t4_132.jpg


???-Monsters:
neue_monster_in_v02a_t5_144.jpg






A Fusionscroll for twinfusions:
fusionscroll_1_941.jpg


A Fusionscroll for normal fusions:
fusionscroll_2_182.jpg


General improvements:
kcigy9.jpg


The new monster court:
o94748.jpg







Perspektive 1
vovcr8.jpg


Perspektive 2
24y91cn.jpg


The King
2hqgjuc.jpg


New shopping area:
2qsnc3p.jpg


View from the Town over the World of MM RPG:
mm_rpg__view_from_the_town_926.jpg








Part 1
10p9jj9.jpg


Part 2
2dguhqu.jpg







Part 1
mm_rpg__dungeon_2_a_115.jpg


Part 2
mm_rpg__dungeon_2_b_979.jpg


Part 3
mm_rpg__dungeon_2_c_297.jpg


Part Boss
mm_rpg__dungeon_2_d_143.jpg







Part 1
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Part 2
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Part Boss
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Part 1
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Part 2
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Part Boss
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Part 1
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Part 2
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Part Boss
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The whole Dungeon
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  • -You will get a wrong savecode when you save with more than 200k gold


THIS MAP IS PROTECTED BY SpEeDyGonsales!

HF & GL by playing my game!

Credits are given ingame F9-log. ;-)

Keywords:
Monster, Master, Monster Master, RPG, ORPG, DQM , DWQ, Dragon, Quest, Warrior, Monsters, Role, save, load, Robbepop, beta
Contents

Monster Master RPG v0.59s (Map)

Reviews
18:57, 21st Aug 2009, Rui(#322): While original, the essence of this RPG differs little from that of most of the others. Read my review for details. Approved and rated 3/5 (Acceptable).
Level 3
Joined
Jan 11, 2010
Messages
25
hiho,

@Cadaver: yes the game is komplex for beginners.
i always think about making a tutorial, but...
there the players also need to read what they already DONT do in the F9-log.
so why should they read and understand the game due to a tutorial?^^
you cant imagine how lacy the most players are. xD

@SevenAteNine:
1. pls dont tell fusions.
2. where do you got all the knowledge about the fusions!?
that must have take WEEKS.
so say it pls...

and yes...
chimaera does not work in the current version.
but i already fixed that bug in the new v0.57b which will release this weekend.

Robbepop

BTW misspelling (komplex = complex)
 
Level 1
Joined
Jan 2, 2010
Messages
5
People are soloing dungeon 13, theres a glitch you can do hat makes it possable :-/
id rather not post it on here unless you dont know about it yet

oh btw cant wait till yamata is fixed :)
 
Level 3
Joined
Jan 13, 2010
Messages
44
Does anyone know how much -armor is curse at level 4 and corruption aura at level 4?

Bug:
-Maybe it's just me, but you can't press E from the keyboard to use the E skills in .57B. You have to click it., which is very annoying.
-You don't need FL to use items even when they say you need FL.

Suggestions:
-Robbepop, maybe you should consider allowing level 4 skills at level 30 and FL 30, and let the hardcore players get more FL if they want to.
-The level to use some items should be lowered because at level 7 dungeon, the level 30 items drop already. Do you expect players to be level 30 master by dungeon 7 already when there are 5 more dungeons after it? (Too many items need level 30 master to use.)
-The pvc with the dragons (invincibility and revive) is hard for casual players. I think it's pvc 14. They usually give up and don't come back to play because they fail so many times on it. The pvc after the dragon pvc are much easier, so maybe you can make them a little harder.
-Will you make the stash be able to save (but not make codes not useable of course...)? Different situation need different items.

Anyway - great map! Looking forward to more content and also Guilds of Hyppos 2 updates!

- will rate as soon as my account passes 10 days!
 
Level 3
Joined
Aug 27, 2006
Messages
75
hey robbe :D ich thought u will skip continuing on this map :D? or was it just meant for your guild of hyppos map :)?
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

@jerkitz98:
please tell me what you want to say.
im not good at philosophizing! xD

@Food4Balance:
Curse: -4 / -8 / -12 / -16
Corruption-Aura: -2 / -4 / -6 / -8

Thank you for your bugreport.
The first bug is caused of the protection of the map.
-> I can't really fix it. It works fine unprotected...
The second bug is really good to know! THX!

Suggestions:
1. So you mean, that i shell decrease the required FL for stage 4 spells?
Hmm,.. lets see.^^
2. Well if you train good, you could be at level 30 with your master in dungeon #7.
It's just how you play. You are sure a group player, aren't you?^^
If you solo more things you need much longer!
But you should get the first lvl 30 items at dungeon #8.
So this could be a bug...
3. I already heard that pvc 14 is much harder than the following ones.
But that makes everything easier!
Think about it!
To get the permission to enter dungeon #8 you need rank 16.
15 and 16 are more expensive than the 14th one,
but 14 is much harder.
So all in all the whole system is easier because if i would change 14 with 16 the hard fight would be more expensive and you would lose more gold if you lose! ;-)
4. I will definantly not save the stash. It would delete all the codes again and that is something i don't want because the codes are final now!
-> I will NEVER change them again!
(hard words^^)

Thx for your intensive testing and analysing!

@Neogecko:
It was meant just for GoH RPG.
MM RPG is not my only project atm.
I also got an LTW.^^

Robbepop
 
Level 1
Joined
Jul 5, 2008
Messages
2
Robbe... could you make a highly-protected version of this map? Because I was upset ppl were using hacked version of 0.56b for easy leveling and items. :(
 
Level 1
Joined
Jan 22, 2010
Messages
7
hey robbepop
i am glad to find out that this great map is still under development^^
2 little things i wanted to let you know:
1. Shadow Cloak has a wrong tooltip when you look at the item on the ground (i almost cashed it not knowing it hat evasion!) if u put it on a monster the text is correct thou
2. I dont know if the screenshots in the first post are outdated but the yamata-fusion isnt working as intended. only if the 2 chimeras both have fl15+ it works but the scroll sais they dont need the fl... i think its a great idea to have some "easy" T4 fusions
maybe the ingame scroll was fixed but i havent seen it since trying the fusion...
and i am refering to the newest version of course (0.57b)

last but not least i have a suggestion:
its pretty hard to get a monster to lvl 30 since xp isnt saved but only the lvl. imo the step from 29-30 should be rewarded with sth more then just a few stats. my suggestion is to make them not get any xp on lvl 30. right now they always get +0 xp and thereby consume xp that low lvl monster in your group could get...changing that would make lvl 30 monsters much more valuable but i think that would be a good thing
this of course could also apply to the monster master and give lvl 30 masters a push in lvling there monsters

thanks for the great map cant wait for an update^^
 
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Level 1
Joined
Jul 2, 2009
Messages
3
Hello Robbepop, okay? One day I gave to save my Master but the code did not work, I tried several times without success, I thought I was going blind because they had been unable to find the error, and I could not even, here's a ss of my Master.

If you can help me with this I thank you.

(I was playing alone in the Local Network because it was without internet.)

Note: Your maps are very original and creative, can not wait for version 1.0. xD

This is the code that I put > -load aA66el-Y0J6eY-aLaf6h-aKeD6f-a4ehgg-6Cv6YP-alHY7a-vCvSjb

24whyea.jpg


I thank you for your understanding.
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

@haxel96:
well, you can help me with monster MODEL ideas.
it is always a problematic issue in MM RPG to find new and good monster models or perhaps add effects to old monster models for a completely new monster. xD

@Levaril:
Are you using other names in bnet and local network?
that would explain everything because the code is binded on the playername.

@Brom:
does the whole ability not work or is it just the hotkey?

Robbepop
 
Level 1
Joined
Jul 2, 2009
Messages
3
@Robbepop:
Omfg, Sorry for the above post, That is a given right, thanks a lot Robbepop. Now I know what I can continue my Master. >.<
 
Level 1
Joined
Jan 24, 2010
Messages
1
Defencive Attidude for Dragon Warrior T4 doesn't work properly either. It toggles and the icon changes on skill bar and it slows down my warrior, but it doesnt give any defence bonus whatsoever. I tried with several defence raise items, but the skill bonus doesn't work, only the penalty:slp:

Awesome map though, Keep up the good work:pal:
 
Level 1
Joined
Jan 25, 2010
Messages
2
Some bug for fusion with Yamata

I have a question about fuse with Yamata.

I had two Chimaeras(fl 40 & 41) to fuse with Yamata. But saily that two Chimaeras just add the FL when i fuse them up.

And i had get the fusion book #1 b4, but the book was wrote dwon than the fusion of Yamata is Two Chimaeras (fl15 up)?? Is it a bug or something wrong do i??

This is a very good game for me!! I really really Love it!! Thank You for making this good game!! I really expecting with the original!! Keep Going!!
 
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Level 1
Joined
Sep 11, 2009
Messages
3
hi robbepop this map is just great and i wonder if the save-load sys works in the new ver 0,57b with 0,56b cus i got through the trouble of getting to lvl 30 with basics with my friend and it took 30 hours so i just wanted to know. nice map!!
 
Level 1
Joined
Jan 25, 2010
Messages
2
Some bug for fusion with Yamata

I have a question about fuse with Yamata.

I had two Chimaeras(fl 40 & 41) to fuse with Yamata. But saily that two Chimaeras just add the FL when i fuse them up.

And i had get the fusion book #1 b4, but the book was wrote dwon than the fusion of Yamata is Two Chimaeras (fl15 up)?? Is it a bug or something wrong do i??

This is a very good game for me!! I really really Love it!! Thank You for making this good game!! I really expecting with the original!! Keep Going!!
 
Level 1
Joined
Jan 25, 2010
Messages
3
Robbepop in the last version(0.57b) there is a bug that when i put the load code my friend left the game. I tested the map many times and erevy time he crashes. Please fix this =) (oh and i love the map)
 
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Level 1
Joined
Jan 22, 2010
Messages
7
hey robbepop
i think your idea of never saving codes again is great. u can build up a fanbase already and no players will wuit because there saves get deleted. but some reminders should be installed to warn you that u lose items in the box and on court monsters.
or in that matter u could change it so that courtmonsters never where items. when swapped the items are swapped to the new monsters or when stored the items are stored in the box or placed around it if full (with a warning so that the player knows what happend)
maybe that would save some ppl from itemloses and we wouldnt have to rearange items every time we swwap a monster.

kenny_zombie
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

i think you did not understand the things...

i said that i will NEVER change or reset the codes for MM RPG again.
so your codes will never get destroyed again and you can play
without thinking about loosing your code when a new version comes out.

if i save items in the box and/or items of the court monsters the code length would explode. that's why they don't save. perhaps i will add a hint to the box that the items stored in it wont save.
well afaik i already added a hint for the court items...
but im not sure at the moment.

Robbepop
 
Level 1
Joined
Jan 22, 2010
Messages
7
i dont know if this would solve the problem but i have seen a map where heros and stashes had seperate save- and loadcodes
sure, this isnt very elegant but if it becomes necessary this might be a solution
 
Level 1
Joined
Jan 25, 2010
Messages
3
Robbepop have u ever tried to put the load code with a friend? probably he'll crassh from the game. I dunno, it happens with me. If u could test I'd thank u.
 
Level 1
Joined
Jan 25, 2010
Messages
3
in the last version there's a bug that when I put the load code my frind crashes . it happens everytime
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

ok if this is right,
i have some questions for you...

1. does your friend also crash if another player loads?
2. do you crash if your friend loads?
3. do other players crash if you load?
4. does your friend or do you use macs?
5. can you tell me which monsters you load? (team not court!)

Robbepop
 
Level 1
Joined
Jan 29, 2010
Messages
2
i found 2 bug :
1. the Frost axe have a missing tooltip
2. the cooldown of Phoenix egg will be cancelled when drop it then put it back
 
Level 1
Joined
Jan 30, 2010
Messages
2
As a sort of addict to this game (I've been compiling a list of all the fusions in a neat spreadsheet format), I simply must know how much longer I need to wait for Dungeon 14 to be open. Can't wait to see what you do with it and hope it turns out well.

Scarabaero's might cannot be matched! (Seriously. Best. Tank. Ever.)

My baby <3
sbhrhy.jpg
 
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Level 1
Joined
Feb 3, 2010
Messages
4
Hey Robbo,
i really love this map^^
at first a mate and i thought it is a bug that we cant enter dungeon 14.
but now we understood that it is not made so far.
so i beg you pls make this dungeon^^.

btw THIS is a tank!

Remember, an Infernal is burning! (mine is burning twice, because of its item and its abilities)

Greetz Boendal
 

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Level 1
Joined
Jan 22, 2010
Messages
7
hi robbepopp
i notice a bug in my last round playing. some items that say the require a fusion level to wear can be worn by any monster.
examples are forgarts axe and whisperwindcloak. Monsters with a fusion level under the required one can still wear them.

this also made me thinking
once you have lvl 30 u can wear any item in the game with the right monster. that way even low rank players can get ultimate items from other players. maybe every item should require your master to have a rank to wear. the rank required would be that of the lowest dungeon where the item can drop. that way you could ensure that players get only items they deserve.
for example for a dragon skin which drops in dungeon 11 the master would have to be on the rank that allows him to enter dungeon 11 in order to equip one of his monsters with it.

kenny_zombie
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

yeah dungeon #14 will come with v0.6xb. =)
it will be the final dungeon with the hardest mobs.^^

wow, nice monsters!

i think i will release the next content version (v0.6xb) in the next hollidays. =)

@kenni_zombie:
thanks for your bug report.
i already fixed the item bug with fusion level requirements. =)

v0.58b will come soon!

Robbepop
 
Level 1
Joined
Feb 3, 2010
Messages
4
hey robbo,

what requirements does my monster has to fullfill to get stage 4 skills.

because lvl 30 doesnt seem to be the only thing. does it have to do with the fusionlevel of my moster?

Greetz Boendal
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

@Domasi:
what do you mean?

@Boendal:
you should try out reading. xD
for example: read the newest changelog and you will see that you also need a minimum FUSION LEVEL of the monster.
it was always 40 but i changed it to 30. =)

Robbepop
 
Level 1
Joined
Jan 22, 2010
Messages
7
hey robbepop
first thanks a lot for the update and that u are still working on this map

2 things i wanted to tell you about the new version:
so player cant buy items for other ppl anymore? pretty drastic ;D
but anyway if u think it should be that way. fine ><
but right now any item purchased by any player will be in posession of player 1
meaning that if u by a item and u are not player 1 it will be droped to your feet and u wont be able to pick it up. seriously noone but player 1 can buy and use items in the version 0.58b...

and a secound thing: why u changed the fl for stage 4 spells? now any t?-Monster will have them... makes them much less special and i think the 15-30-40 steps were pretty good...
how ever you decide on these steps i would not make the same requirement for t? and stage 4 spells

ok that was it. nice update anyway as soon as u make it playable...

kenny_zombie
 
Level 2
Joined
Feb 4, 2010
Messages
11
hello great map.
but i dont understand the fusion thing. i mean if i got beast nature (earth panda) and combine whit nature beast (bear druid), i get the same thing.

i mean if i put panda up, i get panda, if i put panda down i get the panda.
like swaping monsters doesnt work, so i think your fusion things only works 1 way.
anyway dont know how to get tier 4, and pvc seems pretty hard
hidden monsters still dont get it.

those are problems that i could overcome easily if i would had whit who to play.
there was a bot that was hosting games, but now if he host he cant do another host until that game ends :((
it seems i cannot host... soo can u give me any points on where to find players that play monster master?
is there a clan?
 
Level 1
Joined
Feb 12, 2010
Messages
1
Dear Robbepop

Dear Robbepop:

  Sorry for my poor English, I am a player whom from Taiwan and I have played this map for about three weeks.

  As I played this game, I discovered some bugs. And I am sure you will want to know about these bugs. First, Oraculum's Megaball should use R to be its shortcut, but it actually replaced by B. The same question happen to Balamoth,too. His Rain of Fire become F, and Megaball become B. It kind of hard to press @_@. And Orligon, which is considered an Eastern style character by me, also has a serious bug. The skill mana shield plus mana drain should make him a special tank, but there seems to be something wrong with the stage4 mana shield. When I turn the stage4 mana shield on, the damage : mana is more than 1 : 0.75 ! The mana just lose and lose quickly when he get attacked. Furthermore, the Fire Skin from Phoenix dropped, should have Damage Aura but it actually don't work. And if I had Mirudoras equipped with some increase attack speed items, his attack will become missed once in several times. The missed attack lighting doesn't show up at all ! All the bugs I found is above. Thank you for reading these opinions and creating this wonderful map!

  In the end, I am curious about the vortex in the middle of the map. Is it #14 or some surprise?

                                               Sincerely    Tristan
 
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Level 3
Joined
Apr 9, 2009
Messages
54
loved GoH, played MM before the code reset and now got to it again, still rocks :D

Dunno if somebody already said it, but for some Reason, the skill the Monster Master has for selling Items right from the Ground is called Fireblast, and the "Release all monsters"-Skill is called Ignite.
Dunno if its just for me or not, just saying^^

Keep up the good work!
 
Level 1
Joined
Feb 3, 2010
Messages
4
dear assa,

the bug with the wrong names happens if ur dota/wc3 warkeys are still activated.
if u pause them all tooltips are right!:thumbs_up:

Greetz Boendal
 
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