Master of Magic Classic + DLC GOG

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Master of Magic Classic + DLC GOG

Post by Tom a Jerry »

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Master of Magic Classic + Caster of Magic DLC

Genre: Strategy - Turn-based - Fantasy
Works on: Windows (XP, Vista, 7, 8, 10)
Languages: Audio and text: English, Deutsch, français
Features: Single-Player - Cloud Saves
Released: September 1, 1994
Size: 23 MB
Company: SimTex / Atari
Installer version: v1.04.07_(61787)
Included goodies: Manual (153 Pages) + HD Wallpapers + Spellbook + In-Game Soundtrack + Advances Chart + Spellbook (German) + Master Of Magic Classic (Win/EN) + Master Of Magic Classic (Win/FR) + Master Of Magic Classic (Win/DE) + Master Of Magic Classic (Linux/EN) + Master Of Magic Classic (Linux/DE) + Master Of Magic Classic (Linux/FR)
Store page: https://www.gog.com/en/game/master_of_magic_classic

About: Master of Magic Classic is a classic, one of the most popular strategy games of the 90s. It is a 4X fantasy strategy game that allows you to play as an extremely powerful wizard, leading your troops and overcoming your magical opponents. After over 25 years, the game now receives the first official update with a significantly improved AI and more than 200 spells at your disposal. Dive back into time, relive this epic adventure and conquer Arcanus and Myrror once and for all!

Master of Magic Classic is also available with the Community Update, a free optional patch developed by fans for fans and greatly increasing the polish of Master of Magic with countless fixes.

● Enduring replayability due to its randomness and extremely diverse magic and summoning system
● Explore, expand, exploit, and exterminate - 4X in a Fantasy setting
● An excellent combination of strategy and RPG elements

Minimum system requirements - Windows: Windows XP or Windows Vista, 1 GHz Processor (1.4 GHz recommended), 256MB RAM (512 recommended), 3D graphics card compatible with DirectX 7 (compatible with DirectX 9 recommended), Mouse, Keyboard.

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Master of Magic Classic + DLC GOG

Post by bro-BOT »

Master of Magic Classic + DLC v1.60.00_(67790) GOG
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Re: Master of Magic Classic + DLC GOG

Post by vitalius2009 »

Odennati wrote: 27 Feb 2020, 18:50 New Master of Magic version 1.3.1.01 (36303)
Its perfect. But whats new about Caster of Magic DLC? ;)
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Re: Master of Magic Classic + DLC GOG

Post by Dreamer1971 »

vitalius2009 wrote: 28 Feb 2020, 00:55 Its perfect. But whats new about Caster of Magic DLC?
You can find it here: https://www.gog.com/game/master_of_magi ... r_of_magic
Buy and load it up for everyone. Make a contribution and don't just make demands! ;)
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Re: Master of Magic Classic + DLC GOG

Post by Agent »

R3Tr0B8, can you share latest Caster of Magic DLC?
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Re: Master of Magic Classic + DLC GOG

Post by anonimousone1992 »

Question: what's the difference between version 1_3_1 and 6_0_3?
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Re: Master of Magic Classic + DLC GOG

Post by mjr_awesome »

anonimousone1992 wrote: 17 Jun 2020, 22:34 Question: what's the difference between version 1_3_1 and 6_0_3?
Probably this:

Internal Update (21 March 2019) => [WINDOWS] added cloud saves functionality

There were a few other versions between 1.3.1 and 6.0.3, though.
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Re: Master of Magic Classic + DLC GOG

Post by Dreamer1971 »

anonimousone1992 wrote: 17 Jun 2020, 22:34 Question: what's the difference between version 1_3_1 and 6_0_3?
As far as I know:

Classic Version:
setup_master_of_magic_1.3.1_(28044)

Classic Version & Community Patch (adds more features to the game):
setup_master_of_magic_com_6.0.3_(38439)

Caster of Magic DLC (adds many more features to the game - done by one person in the fan community):
setup_master_of_magic_caster_of_magic_com_6.0.3_(38439)
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Re: Master of Magic Classic + DLC GOG

Post by Lukapolwart »

► Changelog 6.04 (8 July 202


-Fixed bug : Sage Master adds +33% research instead of the intended +25%.
-Fixed several inaccurate texts in the game help entires.
-Removed leftover combat AI attack targeting priority code that reduces priority by -10 on targets with attack less than half the attacking unit's defense which was referencing a no longer used and unset variable to check for enemy defense.
-Units standing on non-gate tiles protected by City Wall no longer have their combat melee attack targeting priority set to -20, instead the priority is decreased by 5 only. This should help the AI pick the correct target after entering the tiles inside the city. (units on the gate, or when the attacker is a Wall Crusher, still receive +5 priority, as eliminating that unit helps other units to gain access to the inside of the city)
-Fixed bug : The AI checks the wrong type of immunity when deciding if a unit is allowed to cross Wall of Fire. (Fire Immunity was working as intended, but instead of Magic Immunity, Cold and Death were checked.)
-The AI now recognizes combat Stasis as a curse that needs to be removed when calculating Dispelling Wave combat priority.
-Fixed bug : AI prioritizing targeting the unit at the city gate with Web above all other units had no effect. However, this priority will now only apply if the target is a flying unit.
-The AI will avoid targeting units affected by Stasis in combat using Web and Mind Storm.
-Fixed bug : AI calculates targeting priority for Life Drain and Syphon Life wrong, resulting in not properly recognizing differences in expected damage output.
-Fixed bug : AI prioritizes units with Purify instead of Invisibility as targets for direct damage.
-AI combat direct damage target selection : flying targets get 25% higher additive priority instead of 50% higher multiplicative.
-AI combat direct damage target selection : expected damage dealt beyond the target's remaining hp+3 is ignored in the priority. (damage is random but at this much extra it's high enough chance the target dies so any further is a waste)
-AI combat direct damage target selection : If a target is expected to die, priority increases by (9+cost of unit/20) instead of units costing 250 or higher increasing priority to 4 times the original and other units receiving no bonus priority at all.
-Adjusted calculation for spell priority to match the above 2 changes.
-AI unit resistance based spell targeting priority : If the spell directly or indirectly kills the unit (Black Sleep, Confusion, Creature Binding kills indirectly), success rate has to be at least 10% for heroes, 20% for units costing 150 or more, and 30% for everything else. If the spell does not kill the unit even indirectly then the rate has to be 30%. If the success rate is below, the AI treats the unit an invalid target. (Shatter and Possession are except from this update as they are limited to normal units which will rarely be important enough to risk the below 30% chance, so these spells still require a 30% chance to be cast. Previously spells directly killing units required 10% while other spells 30% regardless of what the target was. This meant even if there was a 20% chance to confuse a demigod hero, the AI ignored the opportunity. Note this is only a change for targeting validity. Targets with a low success rate still result in lower priority to actually select and cast that spell, but it is now an option.)
-Warp Creature is now on the list of spells the AI will avoid casting in unimportant battles while banished to save mana.
-Fixed bug : additional priority to cast Flight on nonseaworthy melee units in naval combat had no effect.
-The above bonus priority now also applies to Wraith Form
-Fixed bug : AI considereder Air Elemental summoning as a strategy to stall when the fastest own unit was faster than speed 4 instead of when the fastest enemy was slower than 5.
-Fixed bug : The AI cannot target units with Magic Immunity using Warp Wood even though the spell affects those units.
-Fixed bug : The AI will avoid casting healing and reviving spells in unimportant battles while banished to save mana when the target is a powerful unit, instead of when the target is a weak unit.
-Fixed bug : The AI wasn't able to target enemy units using Animate Dead.
-Fixed bug : Massacre and Holy Word priority is calculated wrong : fewer living figures in the unit resulted in higher priority to cast instead of lower.
-Fixed bug : AI spell priority calculation for Mana Leak checks enemy city wall presence wrong.
-AI Wave of Despair now correctly checks for the only affected unit being combat summoned Wild Boars instead of combat summoned Centaurs.
-Fixed bug : Combat cast Wraith Form didn't protect from Entangle's effect.
-Fixed bug : Combat turn ends when all units were unable to move but a control changing spell (Confusion, Possession, Creature Binding) successfully gave the player a unit that can be moved.
-Fixed bug : Housing formula can yield a negative bonus growth in extreme cases (very bad terrain+slow growing race) -Housing formula now yields a minimum of +40 growth before the modifier for rebels/farmers.
-Fixed bug : When an outpost is destroyed that had a Summoning Circle, the circle isn't moved to the owner's fortress.
-It is no longer possible to lose 1 mana crystal on rounding while using Alchemy.
-The AI is now allowed to send units into and use towers that have no garrison but were last used by a non-enemy player, displaying their flag color.

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Re: Master of Magic Classic + DLC GOG

Post by Everard »

► Changelog 6.06
-fixed bug : Number of turns between two events is counted from starting wizards.exe instead of the previous event.
-Fixed sound glitch when casting Lycantrophy (by Drake178)
-Fixed bug: the world generator doesn't use every intended tundra graphic (by Drake178)
-Holy Arms now affects units depending on their base unit type instead of current, like Holy Weapon. (Meaning it works on chaos channeled or undead normal units like Holy Weapon does.)
-Fixed a bug that causes the game to crash if one player knows every possible combat spell in battle. (Note that this is not possible without using a save game editor, and there might be more similar problems in the executable so doing so is still not recommended!)
-Fixed bug : AI casts True Sight on units that have Illusion Immunity in combat
-AI production BUY priority : Smithy is now priority 2
-AI production BUY priority : Smithy is now priority 1 in cities below 7000 people
-The AI will only prioritize Magic Market and Marketplace as an immediate purchase if they are planing to do Housing in that city afterwards. Otherwise normal building priority rules apply.
-In the above case, Magic Market is only built before Housing on Expert and higher difficulty.
-In the AI Housing decision formula, a multiplier of 0.8 has been added for (maxpop+race growth) because in most cases, available production bonus sources make housing stop being the most efficient choice earlier than it would normally be.
-The AI will now consider building a Marketplace first mandatory below 250 gold instead of below 100 gold.
-AI Raise Dead and Animate Dead targeting : changed preferred AOE for defending side so it can no longer overlap with the city wall/tower tiles.
-Fixed bug : Raise Dead doesn't refresh the level of the raised unit when removing heroism
-Changed rampaging monster stack budget formula :
(Difficulty+1)*(Difficulty+Turn-16) => (Difficulty+1)*(Difficulty+Turn-24)+16
-Changed strongest rampaging monster formula :
60+(2+Turn)*Difficulty/2 => 60+(Turn*1.25-33)*Difficulty/2
This means difficulty has less influence at the beginning, but its influence grows faster as turns elapse.
-Chaos Spawn gains Illusion Immunity
-AI research categories : Angel and Stone Giant were moved into the “good rare summoning spell” category from the “weak rare/good uncommon” category.
-Fixed bug : Neutrals cannot attack AI cities that have 3 or more population.
-Neutrals will now prefer to attack cities that are at least population 3 and will prioritize attacking outposts the lowest.
-Fixed bug : Chain transportation rules are being checked for the transports themselves, preventing valid moves occasionally.
-Fixed bug : During AI Raze decision, units on the opposite plane but same continent ID are not excluded.
-Fixed the same for AI Production/Buy analysis
-Fixed bug : During AI single continent reevaluation, allied cities on the other plane but same continent ID are not excluded.
-Fixed the same as above for non-allied cities.
-Fixed the same for AI Main Action Continent selection
-Fixed 6.01 bug : new map generator can rarely run out of available continent indexes, causing crashes (by Drake178)
-Holy Bonus now affects ranged attacks
-Replaced overland path finding algorhithm (by Drake178)
This should make AI turns in the late game when a lot of units are moving considerably faster.
-Fixed bug : AI miscalculates food and loses a unit to starvation when it owns a city with fewer farmers than minimally required due to high unrest.
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Re: Master of Magic Classic + DLC GOG

Post by catastic »

sammuggleton wrote: 22 Jan 2021, 20:33 master_of_magic_cm_6.0.7_(44177) + caster
► Changelog
6.07
-Fixed a bug in Drake178's continent indexer that could cause map creation to freeze.
-Fixed two bugs in Drake178's map generator patches that prevented single tile islands from being expanded.
-Fixed bug : terrain changing spells don't update movement costs. (by Drake178)
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Re: Master of Magic Classic + DLC GOG

Post by igreetingu »

any chance for updated german and french setups?
<3
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Re: Master of Magic Classic + DLC GOG

Post by sammuggleton »

igreetingu wrote: 31 Jan 2021, 11:43 any chance for updated german and french setups?
Both are still at 1.3.1 (28044).
To mass install dlc, check Bonaqua's "alldlc" batch: viewtopic.php?p=90721#p90721
As of Sep 24 2022 rar files contain 3% recovery record.
Par2 files on request for older and non-rar files.
Mirrors please.
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Re: Master of Magic Classic + DLC GOG

Post by DRM_Hater »

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Re: Master of Magic Classic + DLC GOG

Post by catastic »

Piepmatz wrote: 13 May 2021, 18:29 Master of Magic Classic + Caster of Magic DLC + Caster of Magic for Windows DLC cmfw_1.00.04_(47004)
► Changelog
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Re: Master of Magic Classic + DLC GOG

Post by catastic »

sammuggleton wrote: 11 Jun 2021, 18:38 1.00.06_-a_(47561)
► Changelog
Caster of Magic for Windows - v1.00.06 Update

We're releasing a new update for Caster of Magic for Windows. Do let us know what you think please: your feedback is important to us so we can keep improving the game. You can find the full changelog below.

Changelog:


Fixed bug : When a city is built too close to the north/south pole, the game crashes
Added new Modding.INI option : Map size settings tile count multipliers
Added new Modding.INI option : Land to sea ratios
Added new Modding.INI option : Various continent generation parameters
Added Y edge repulsion feature to continent generator
Fixed bug : The south tundra area is 1 tile norther than intended.
Tundra tiles at the north and south pole are now able to join diagonally as well as vertically.
Added new Modding.INI option : Tundra area size
Added new Modding.INI option : Swamp, Desert, River amount and generation parameters
Fixed bug : Continent generator central tiles use 1 lower Y position than intended, making continents generally closer to the north pole than the south.
Wind Walking now takes precedence over the option "Move Together" and doesn't allow automatic deselection of the stack if it prevented a slower unit from running out of move points.
Added Elevation.INI to support modding base terrain distribution (Forest, Grassland, Hills, Mountain, Lake)
Fixed bug : The condition to limit how often rivers change direction had no effect.
Fixed bug : Max Population above 25 does not contribute to population growth in cities and outposts.
When generating towers, the minimal distance now applies on both planes instead of only on the larger plane.
Added new Modding.INI option : Number of towers
Added new Modding.INI options : Preference of tower distance and towers connecting land on both side.
Added debug mode logging of the current step in the new game generation process.
Improved the procedural generation of River Mouth tile graphics - in some cases the river was ending a few pixels earlier than the land, this can no longer can happen.
Fixed bug : There is overlap between the research and gold upkeep details clickareas on the city screen.
When "Repeat" is selected, the queue will display the word "Repeat" as the last item.
Fixed bug : Minimal +40 for Housing is applied before the size modifier instead of after the size modifier and before the rebels/farmers modifier.
Adjusted positioning of resource icons on the city screen. This should prevent gold from extending outside the intended area in most cases in high income cities.
Fixed bug : The AI can target tiles shared between 2 cities with Change Terrain even if the tile would otherwise not be a valid target.
The AI will never target a shared tile with Change Terrain to create Forest from Grassland, as the other city might still want the Grassland instead of the Forest.
The AI will no longer target Sailing stacks with Plane Shift if they would be transported onto land tiles on the other plane.
Fixed bug : Combat rivers do not cost 3 movement points to enter outside city combat.
Fixed bug : Undead raised by neutrals that was included in the lair garrison also stays as an overland unit on the lair tile.
Fixed bug : Node aura doesn't affect ranged attacks granted by Focus Magic
Fixed bug : The game crashes if research completes at the same turn Drain Power finishes casting.
Fixed bug : The overland spell slider doesn't show up if a spell was cast from an item in the previous battle.
When dispelling more than 3 enchantments in one casting of a dispel effect, the message will show the number of spells dispelled instead of the names of the first three spells removed.
Fixed bug : Spell Blast and Drain Power isn't aborted after the warning of no valid targets.
Fixed bug : Fate Mastery still shows "Sky Fires" as spell name for one of the combat players and help text does not open for that case.
Fixed bug : Eternal Night cast by the human player doesn't reduce enemy resistance.
Clarified spell help text and manual : Eternal Night also doubles the defense bonus.
Fixed bug : City enchantment scrolling isn't reset when leaving city or enemy city subscreens.
Fixed bug : Dwarf and Klackon production bonus doesn't add base production but adds regular production instead.
Fixed bug : Consecration isn't able to remove Corruption from some city tiles.
Fixed bug : Bad Moon reduces resistance outside combat.
Fixed bug : Pandora's Box can spawn units on invalid tiles.
Fixed bug : "Random" Land Size option can cause the game to crash at the beginning of map generation at a 1/8 chance and cannot roll Minimal land size.
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Re: Master of Magic Classic + DLC GOG

Post by Odennati »

Experimental mirror using 'pixeldrain' as suggested recently by hallo51:
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Re: Master of Magic Classic + DLC GOG

Post by jimmychan »

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Re: Master of Magic Classic + DLC GOG

Post by catastic »

sammuggleton wrote: 07 Nov 2021, 13:40 1.03.00_(51058)
► Changelog
Caster of Magic for Windows - v1.03.00 Update

Hi everyone, we're releasing a new update for Caster of Magic for Windows, bringing the game to version 1.03.00.

We hope you'll like the new update. Please let us know what you think.

Changelog:

Bug fixes, gameplay, general
• Reverted 1.2.1 feature : "-The combat pathfinder will treat tiles as if they had a movement cost at most equal to the moves remaining on the unit.", as it made the displayed movement cost of tiles incorrect and caused crashes under some circumstances.
• Fixed 1.2.1 bug : When the human player casts Clairvoyance, the game crashes.
• The AI will no longer cast Darkness when Eternal Night is already in effect.
• When the player tries to cast Darkness while Eternal Night is already in effect, a warning will be given.
• Adjusted the score value of some score modifiers.
o Sandbox Mode : 40%->50%.
o Smart Familiar : 80%->92%.
o Targeting Aid : 90%->94%.
o Everything Nice : 60%->75%.
o Easy Lairs : 75%->90%.
o Undeveloped Start : 70->100%.
o No Trading : 110%->125%.
o Monsters Gone Wild : 135%->130%.
• The AI will no longer cast the Invisibility spell in combat while they have Mass Invisibility in effect
• The AI will now consider already invisible units as invalid targets for the Invisibility spell
• Fixed bug : When a player's fortress city was conquered while the Summoning Circle was in the city, the circle was not moved to another city.
• Heroes will gain +1 ranged attack per level if they have a missile ranged attack.
• Increased the base ranged attack strength of some heroes :
o Orc Archer : 7->10
o Ranger : 9->11
o Dervish : 8->9
• Capacity hero ability can now appear on any ranged hero, it's no longer limited to magical ranged units.
• Added new hero ability : Powershot. Adds +1 missile ranged per level. Same as Arcane Power but for bow users.
• Added unit status icon for the Frozen status.
• Removed "Cached Terrain" from the settings menu and added it to Modding.INI.
• Added "Show Fog of War" setting. When enabled, tiles outside the vision range of your units and cities will be darker.
• Zombies now have a 20% base chance to defend instead of a 10% penalty applied over the 30% default.
This means everything is unchanged but the effect is no longer hardcoded and can be adjusted in the UNITS.INI file.
However when loading saves from the previous versions, zombies already created before the update will have more defend chance than intended. It's recommended to update after finishing your ongoing game.
• When no unit is selected, the map view can be scrolled by the arrow keys or numpad 2/4/6/8 keys.
• Fixed bug : The Resurrection spell summoned heroes to the Fortress city instead of to the Summoning Circle.
• Increased the AI priority boost for targeting ranged units with combat attacks by 50%.
• When the AI is targeting web, targets with ranged attack strength gain bonus priority, and targets with higher melee or immolation get reduced priority.
• Fixed tax rate being inaccurate in tax.ini
• Fixed "Wall Bonus" being displayed in battles where no city wall is present.
• Fixed bug : Hero level dialog and zombie/undead raising dialog are displayed at the same time.
• When the AI's units cast a spell that has a slider cost, the unit will always use the maximal slider possible. (Unlike the wizard, the unit might get killed in battle so saving MP is not a good idea.)
• Fixed bug : Roots of Genesis produced 0.5 power per Forest tile instead of the intended 1/tile.
• Casting Wraith Form in combat will now cancel the Frozen status on the targeted unit immediately.
• The "Race to the Unknown" setting now also halves the research cost of Plane Shift
Modding
• In UNITS.INI, "Spellability" and "Spellcharges" fields are now available to add any spell with any number of charges to any unit, instead of being limited to the few spells already used by other units.
• Added AI buying priority to Buildings.INI
• The strength of node countering effect is now in Modding.INI
• Settler production costs are now in Races.INI
• Ranged attack distance To Hit penalty can now be changed in Modding.INI
• To Defend penalty applied by Mystic Surge is now in Modding.INI
• Amount of defense bonus granted by City Walls is now in Modding.INI
• Poison save modifier is now in Modding.INI
• Doom damage percentage ratio is now in Modding.INI
• Amount of minimal damage dealt by Supernatural units can now be changed in Modding.INI
• Amount of damage reduction granted by Blur and/or Invisibility is now in Modding.INI
• Amount of damage and healing done by the Bloodsucker ability is now in Modding.INI
• Necromancy ability budget is now in Modding.INI
• Experience gained by killing enemy units in battle is now adjustable in Modding.INI
• Minimal casting skill required to raise supernatural units as undead is now adjustable in Modding.INI
• The maximal building destruction percentage after combat is now adjustable in Modding.INI
• The condition for gaining additional Fame after battle can now be adjusted in Modding.INI
• Amount of MP drained by Mana Leak can be changed in Modding.INI
• The effect Immolation has on Web duration can now be changed in Modding.INI
• Fixed bug : Terror did not use the save penalty defined in Spells.INI and was still hardcoded
• The amount of combat healing done by Herb Mastery can now be changed in Modding.INI
• Fixed bug : Gate of Hades did not use the save penalty defined in Spells.INI and was still hardcoded
• The amount of experience needed for each unit or hero level is now adjustable in Modding.INI
• The total amount of road building required for completion can now be changed in Modding.INI
• The road building speed of each terrain type is now in Modding.INI
• The summoning budget of Pandora's Box is now in Modding.INI
• The amount subtracted in the formula for various treaty request rolls is now in Modding.INI
• The amount of spell trade value modifier for unavailable or already listed spells is now in Modding.INI
• The amount of power generated by each Volcano can now be changed in Modding.INI
• The amount of power generated by each Forest by Roots of Genesis can now be changed in Modding.INI
• The amount of base power generated by nodes can now be changed in Modding.INI
• The amount of extra node power from Guardian Spirits can now be changed in Modding.INI
• The amount of extra node power from Planetary Mastery can now be changed in Modding.INI
• The amount of power generated by Primal Force can now be changed in Modding.INI
• The amount of power generated by Sanctify can now be changed in Modding.INI
• The amount of gold generated by Noble heroes can now be changed in Modding.INI
• The amount of research bonus given by Sage Mastery can now be changed in Modding.INI
• The amount of EXP gained from the Enlightenment spell can now be changed in Modding.INI
• The maximal books that can be owned by finding new books in treasure is now in Modding.INI
• The first turn when heroes, items and mercenaries can be offered for hire is now in Modding.INI
• The base cost of each type of item is now in Modding.INI
• The first turn when raiders or rampaging monsters can appear can be changed in Modding.INI
• Fixed bug : The maximal starting retort and available wizard picks options had no effect when generating a random custom wizard.
• Effect of Runemaster and Chaneller on rolling the preferred spell type can now be changed in Modding.INI
• The chance for Earthquake to kill units or destroy buildings can now be changed in Modding.INI
• The upkeep cost for Time Stop can now be changed in Modding.INI
• All retort and book effects that reduce the RP cost of spells can be changed in Modding.INI
• The amount of dispel resistance granted by various retorts and spells can be changed in Modding.INI
• Retort, book and spell effects that reduce the casting cost of spells can be changed in Modding.INI
• The amount of damage and building destruction done by Magic Vortex can now be changed in Modding.INI
• The chance of Raise Volcano destroying buildings can be changed in Modding.INI
• Added the save penalty of Great Unsummoning and Final Wave to Spells.INI
• The amount of cooldown in turns for Spell Binding can now be changed in Modding.INI
• The amount of hp healed by various healing spells can now be changed in Modding.INI
• The strength of Counter Magic can now be changed in Modding.INI
• The amount of bonus resistance granted by Bless, Resist Elements and Resist Magic can be changed in Modding.INI
• The amount of bonus defense granted by Bless, Resist Elements, Weapon Immunity, Large Shield and Elemental Armor can be changed in Modding.INI
• The amount of To Hit penalty granted by the Terror spell can be changed in Modding.INI
• The amount of each type of attack bonus granted by Flame Blade can be changed in Modding.INI
• The amount and type of HP bonus granted by Lionheart can be changed in Modding.INI
• The amount of HP bonus granted by Endurance can be changed in Modding.INI
• The amount of movement penalty given by Entangle can be changed in Modding.INI
• The upkeep cost of global, unit and city enchantments is now in Upkeep.INI
• The "Spelltypegroup" field is now in Spells.INI. This determines what type a spell is internally (such as summoning or unit enchantment, etc) and should not be changed except when adding a new spell.
• The "Casting Location" field is now in Spells.INI. This determines which spells can be used in combat and which are for overland.
• The number of spells to load from Spells.INI can now be changed in Modding.INI
• Added support for new overland summoning spells.
• Base AI priority for each overland summon is now in the CustomPriority field in Spells.INI.
• The ID of the summoned unit for summoning spells is now in Spells.INI
• Added support for new combat damage dealing spells.
• For direct damage spells, it is now possible to make the damage irrecoverable or undead raising damage in Spells.INI.
• It is now possible to change which spell the AI prefers to use Spell Blast against in Spells.INI
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Re: Master of Magic Classic + DLC GOG

Post by catastic »

sammuggleton wrote: 03 Mar 2022, 15:42 master_of_magic_classic_1.04.00a_(53940)
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