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Old September 12th, 2010, 01:05 PM
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B0rsuk B0rsuk is offline
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Searching for "Master of Magic" is not trivial on this forum, but I believe this hasn't been posted yet.

Look what the cat dragged in:

Quote:
changelog
---------
[credit to arablizzard for correction]

Changes (f_fixed):

Version 1.40h
-----------------------
AI ships
- AI transporting inability fixed (no stopping of full boats) + boats have full decks (AI ships leaving with capacity at least 6 units on board)
- all transporting capacity had to be put to 8 units
- triremes mvt 2, floating islands mvt 4, galleys mvt 6 (to keep FIs and galleys as an interesting option)
- Wind mastery +100 % bonus, penalty for other players removed (due to AI inability to deal with 1-mvt triremes
- forbidden AI ships creation in cities with lakes-with-river terrain

bugfixes
- max 3 vortex fix of previous bug
- wraithform correct MPs over water

other
- removed insane extra gold AI game diff bonuses - city building upkeep
- removed insane extra gold AI game diff bonuses - army upkeep

AI
- AI magic spirits bigger summon probability in later game
- reversed alternate setllers targetting (undecisiveness of AI settlers)
- reviewed the AI ships bulding decision
- more stress on AI objective in AI city building
- impass tower problem solved for AI settlers

-Includes fixed Wizards.exe
-Game now reports v1.40f in the intro and load screen from the main menu
-Main Menu->Load->Settings now shows options introduced by the patch instead of the old names
-"Strategic combat" renamed to "Automatic Combat" to avoid confusion with the v1.31 setting "Strategic Combat Only" (combat controlled by player)

Features
- "fixed" the bug from v.140e by removing Transmute, Change terrain fixes
- stable world creation (you have to wait 10-60 s, rarely even more)
- AI unit appraisal bug
- AI unit yoyo movement flaw removed
- slightly improved AI searching for better settlement
- added small chance fro settlers to seek other continent after turn 60
- enemy wizards may start with any race and neutral cities on the same continent have a more diverse racial composition (EDIT by Catwalk, not sure which version these were introduced in)


Version 1.40e
-------------
Combat fixes
- -to save from items now works for Life Drain, Holy Word, Death Spell
- Life Drain cannot be used against Death immune units anymore
- the confusion surrounding the Confusion (premature combat ending, AI dispelling unit and controlling it...) should be hopefully fixed
- AI shadow deamons (and other illusion immune shooters) now can shoot "invisible"
- AI tries more to kill off units in combat

Overland fixes
- AI units stopped action by attack bug fixed
- Windwalking should always work... like it should

AI fixes
- AI aggressivity against human player cities should now be corrected
- AI now transmutes / changes terrain always in city radius
- AI gets potentially very powerful items from lairs
- magic items are no more "lost" when AI defeats another AI's hero
- bug preventing AI's sneaky attacks (when two sides have no pact) lives no more
- rebuilt research choice is now in
- AI wizards will now summon Nagas... from time to time

Interface fixes
- Archmage now shows 50% bonus on Magic screen.


Version 1.40d
-------------

Combat fixes
- Word of Recall on regenerating unit now works (regenerated unit in your capital)
- Max 3 Vortexes can be summoned at once. You are now protected against data corruption by an error message.
- Animate Dead has received first partial correction. (Stability is unknown, use at your own risk.)

AI fixes
- Most notably, AI should use bigger stacks.
- AI should be actually able to target your fortress (bug removed).


version 1.40c
-------------
v.140c

This version tries to be everything that 1.40bb for some reason was not. Very important fixes (VIFs).

(other news)

Features taken back - because of instability
- chopped POP
- hotkeys on Game screen
- Alchemy tool correction

New tweaks
- Alt+RVL now gives Detect Magic along with Nature Awarness (for testing purposes only)
- Up and Down arrows on City screen now working


version 1.40bb
--------------
v1.40bb

Overland fixes
- "Monsters Gone Wild" extra difficulty setting is fixed, no more bugs
- the settings help info is now adjusted
- City defenders now receive help from City walls / Walls of fire, only when the city has built them up (strategic combat bug; this will make AI players much better at taking over neutral cities)
- AI declaring war on demand without any regards to its treaties - bug
- default Tauron now has the correct number of books [Lydon]

Combat fixes
- AI settlers (or other units) are now unable to flee during your first turn
- data instability issue with Counter Magic was solved

Altered game features
- excess city population is no more 'chopped away' when a city grows by 1,000

Interface changes
- incessant city growth messages are now limited by POP < 10,000
- you may now "Escape" from Item Creation screen without creating anything
- "SPACE" now works on most screens as a simple "proceed, go back, go to the next position, I have seen the message". It also works as "Wait" command for units overland. On Change production screen it pushes OK. In combat it has the function of "Done".
- you may now use Left and Right cursors to browse through Spellbook on the Spells and Research screens, Up and Down on Armies and Cities screens
- L should Patrol unit, but for some mysterious reason, you have to push it twice.
- Q quits the game from the game screen

Non-visible features
- hopeless computer wizards will no longer spend half the game researching Hydras, only to never summon them afterwards...
..and some other limited attempts to make the I from AI better


version 1.40a
-------------
Overland fixes
- famine bug & problems based on city food should be fixed [based on work of TRAC]
- AIs create items for their heroes
- the Chosen can be summoned by AIs
- Suppress magic now does not suppress Spell of Return
- AI will not cast heroism & co. on summoned units
- Diplomacy should no more be broken (+ anything involved, Charismatic trait, Subversion, Aura of Majesty). Note: I tried to make the diplomatic activity as troublesome as possible to maintain the continuity with the original. Still, your diplomatic actions now matter!
- items received from lairs should now be weighed correctly (weak from weak, strong from strong) [Lydon]
- Chaos channels will now never "destroy" thrown attacks with fire breath
- more engineers at the same place trick (only one building, all counting) should not work (other engineer tricks probably will)
- AI strategy combat has been freed from several hidden bugs, as a result, AIs should be able to collect Fame and sometimes able to overcome their AI opponent
- during the end of Next turn phase, your units will never start moving on other plane (when at a tower, this fixes several bugs, like engineers on water etc.)
- you can't throw "normal units only" type of spells on chaos channeled units; you cannot even "black channel" them
- chaos channeled units now actually gain experience from combat
- Charismatic trait now allows you to get merchant offers when low on money
- Rampaging monsters now never appear later than should
- lairs, keeps, dungeons now have 50% chance of having Nature and Chaotic creatures inside (was only Nature, a bug). I decided to omit Death completely, since it has so many other places already!

Combat fixes
- Raise dead hopefully fixed [Asfex's work]
- attackers won't suddenly lose movement [another one]
- Spell lock works in combat
- Call lightning "working" on magically immune units fixed
- all human player's and the AI's heroes now can use their spells (Morgana, Ravashack, Torin...)
- demon skin now should give only +3 defense in combat
- weapon immunity bonus (+10) will never override missile immunity (+50), see Demon creature as an example
- items give invisibility
- fear attacks fixed (and anything involved)
- AI will not cast possession on your heroes
- axes now actually give their to hit bonus
- AI is now always capable to cast spells in its own fortress (was frozen when having too much mana)
- City walls now give protection to all units stationed in
- heroes now should never Disenchant spells belonging to their master

Altered game features
- units with merging are now immune to Cracks call (AI believes they should be immune, therefore I made them so)
- the fortresses of all players are now much better placed. Note: the fix makes the game almost "freeze" during the world creation, please be patient. Rarely (with an unfavourable setup, like "Small lands" + 4 opponents), the game may freeze completely. It will be corrected in the next version. Restart in this case, please.
- when scouting a lair, you can now estimate the number of opposition (either 1-3, normal text, or 4-9, text with "many")
- neutral cities now actually can sometimes build a building (was badly implemented)
- in the Game settings screen there are 2 new options in Extra difficulty departement: "Revolting raiders" and "Mosters gone wild". Be careful - the stability is unknown & it can be quite powerful, sometimes

Non-visible features
- AI changes (most of them straight bug fixes)
- simply play the game to experience them (or cast the disassembling True sight)
Sadly the developer has abandoned it due to lack of time. So there might be a few bugs left (like Flying Fortress not working; not mentioned above). But many things work properly for the first time, such as Cloak of Fear spell. Take Gnolls, build Granary, Stables, Wolf Rider. Attack a city and cast Cloak of Fear. I've just killed 4 High Men swordsmen with barely a scratch.

Files (check the readme first):
http://koti.mbnet.fi/ton_hur/files/mom/

The newest version 1.40h:
http://www.mediafire.com/download.php?x3nzvpjcr5ng4cf

Enjoy !

Update 17/10/2010 Plight - New patch from another person, compatible with the above. It fixes ingame information, race, item, spell, building, dialog box descriptions to make them complete and accurate.

http://forums.civfanatics.com/showthread.php?t=391983

Last edited by B0rsuk; October 17th, 2010 at 11:06 AM.. Reason: new version 1.40h released !
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