About the Game
Master of Magic 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 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.
Master of Magic 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.
FEATURES
- Combination of strategy and RPG elements
- Enduring replayability
- 5 realms of spells and 18 traits to customize your wizard
- 14 races for you to lead
- 198 unique types of units
- 60+ special abilities
- 200+ spells
- 250 editable pre-generated magical items
- Custom item crafting
- Available to play with the optional Community Update
Screenshots
5 imagesVersion Information
Steam Patch Notes
Official update history
On the site: Build 12276673
Up to date
Greating Wizards,
A new change log has been released including a general quality of life upgrade:
- An in-game interface for remapping the game's hotkeys
- Screen edge scrolling of the overland map
- An in-game editor for the game's default items (without having to use the ITEMMAKE.EXE utility)
- Context-based help in the item designer (both for crafting and for default items)
- A map generator customizer to fine tune values such as land tile counts, terrain and mineral frequencies, encounter budgets, neutral city density / strength, and many others
- A new screen to enable/disable optional patch features on a per-game basis, such as allowing Life and
- Death books at the same time, which previously required externally applying and removing optional patches
- An extra button on the first screen of new game creation that quick-starts with the last used wizard profile (restoring all selections, and going straight to map generation with a single click)
- An extended settings screen with all previously removed options restored (such as the end of turn wait), and a few more added
- Quick load functionality
- View location save/recall (8 slots, saved with the games without changing format)
- Army and city cycling on the overland map, city cycling interface buttons on the city screen
on-the-fly renaming of cities from the city screen
- A new random item generator that's not limited to attribute boost powers
Thank you for your support
View on Steam
A new change log has been released including a general quality of life upgrade:
- An in-game interface for remapping the game's hotkeys
- Screen edge scrolling of the overland map
- An in-game editor for the game's default items (without having to use the ITEMMAKE.EXE utility)
- Context-based help in the item designer (both for crafting and for default items)
- A map generator customizer to fine tune values such as land tile counts, terrain and mineral frequencies, encounter budgets, neutral city density / strength, and many others
- A new screen to enable/disable optional patch features on a per-game basis, such as allowing Life and
- Death books at the same time, which previously required externally applying and removing optional patches
- An extra button on the first screen of new game creation that quick-starts with the last used wizard profile (restoring all selections, and going straight to map generation with a single click)
- An extended settings screen with all previously removed options restored (such as the end of turn wait), and a few more added
- Quick load functionality
- View location save/recall (8 slots, saved with the games without changing format)
- Army and city cycling on the overland map, city cycling interface buttons on the city screen
on-the-fly renaming of cities from the city screen
- A new random item generator that's not limited to attribute boost powers
Thank you for your support
Bug fixes, gameplay, general
• Fixed bug : Rarely, units on sea might drown even if they have Flying.
• Fixed bug : When in fullscreen mode, if a teleporting unit is selected to move and the mouse leaves the playable screen area on the left side, the game crashes.
• Arrow keys can now be used to scroll the map on the Surveyor and Geomancer UI.
• It is now possible to use the keyboard for the "Ok" and "Cancel" buttons on the road building UI. (Enter or O for Ok, Esc for Cancel)
• Added option to specifically swap left and right mouse button for the overland map and unit movement in Keys.INI
• Added option to specifically swap left and right mouse button for the combat map and unit movement in Keys.INI
• Adjusted the default colors used in overland Grassland tiles.
• Fixed bug : When "Random" is selected for the number of opponents, the setting isn't stored as "Random" and gets replaced with the rolled random amount.
• Fixed bug : Doomsday fails to reduce population growth by 200 on enemy cities exceeding their maximal population.
Modding
• When a script reports an error, the text showing the code at the location of the crash is now converting the commands back to the original text instead of displaying the internally used version.
• Bonus To Hit chance granted by magic weapons is now adjustable in Modding.INI
• It is now possible to assign a default starting spell for each retort in Spells.INI
• GetStat and SetStat can now read/write the Healer unit ability flag.
• The default pixel colors for overland Grassland terrain is now in Terrain.INI
• The default pixel colors for combat Grassland terrain is now in Terrain.INI
• Fixed bug : the ! character in comments caused scripts to malfunction.
• Fixed bug : fractional numeric constants in scripts sometimes caused the game to crash.
• Spell casting costs are now calculated by the CCost.CAS script file. This should allow implementing new effects that modify costs. The cost modifiers have been removed from Modding.INI, edit the script to change them.
• It is now possible to enable Item Teleport on heroes who already ended their turn in Modding.INI
View on Steam
• Fixed bug : Rarely, units on sea might drown even if they have Flying.
• Fixed bug : When in fullscreen mode, if a teleporting unit is selected to move and the mouse leaves the playable screen area on the left side, the game crashes.
• Arrow keys can now be used to scroll the map on the Surveyor and Geomancer UI.
• It is now possible to use the keyboard for the "Ok" and "Cancel" buttons on the road building UI. (Enter or O for Ok, Esc for Cancel)
• Added option to specifically swap left and right mouse button for the overland map and unit movement in Keys.INI
• Added option to specifically swap left and right mouse button for the combat map and unit movement in Keys.INI
• Adjusted the default colors used in overland Grassland tiles.
• Fixed bug : When "Random" is selected for the number of opponents, the setting isn't stored as "Random" and gets replaced with the rolled random amount.
• Fixed bug : Doomsday fails to reduce population growth by 200 on enemy cities exceeding their maximal population.
Modding
• When a script reports an error, the text showing the code at the location of the crash is now converting the commands back to the original text instead of displaying the internally used version.
• Bonus To Hit chance granted by magic weapons is now adjustable in Modding.INI
• It is now possible to assign a default starting spell for each retort in Spells.INI
• GetStat and SetStat can now read/write the Healer unit ability flag.
• The default pixel colors for overland Grassland terrain is now in Terrain.INI
• The default pixel colors for combat Grassland terrain is now in Terrain.INI
• Fixed bug : the ! character in comments caused scripts to malfunction.
• Fixed bug : fractional numeric constants in scripts sometimes caused the game to crash.
• Spell casting costs are now calculated by the CCost.CAS script file. This should allow implementing new effects that modify costs. The cost modifiers have been removed from Modding.INI, edit the script to change them.
• It is now possible to enable Item Teleport on heroes who already ended their turn in Modding.INI
v1.04.03 is available now. Download and Enjoy!
Bug fixes, gameplay, general
• Fixed incompatible save issue
• Fixed bug : When 30FPS mode is enabled, the game was stuck in an endless loop when a Magic Vortex was moving.
• Fixed bug : "At most 3 vortexes can be controlled by each player!" fails to get displayed when attempting to cast a fourth Magic Vortex spell, causing the game to crash.
• AI players are now able to raise or lower their tax rates by more than one level per turn.
• AI players will now raise taxes when their income is negative as far as it provides a relevant increase in income even if it means high unrest rates.
• When disbanding units due to gold, food or mana shortage, the AI will strongly prefer disbanding units outside cities instead of units in city garrisons.
• Save slot names are now stored in Savename.INI. This should allow keeping the save slot names when moving your save files between computers manually, and should prevent loss of slot names after future version updates.
• Keys.INI can now recognize the Backspace key. ('BACK')
• Pressing the Backspace key on the overland screen autoselects the units that moved previously.
• Apprentices now require a Magic Market in addition to previous requirements to build.
• Apprentices now have 1 melee attack instead of 2.
• Fixed bug : Enemy Stealth units are visible in the city view screen
• Optimization : When loading scripts, comments are removed in memory immediately, instead of being skipped during runtime. This should speed up the processing of scripts.
• Optimization : When loading scripts, labels are removed in memory immediately, and their position stored instead of being searched for during runtime. This should speed up the "Call" script commands.
• Optimization : Variables are no longer accessed through linear search. This should make scripts significantly faster.
• Fixed bug : Evil Omens had a 150/150 = 100% modifier instead of a 150/100 = 150% modifier since the modding option for it was added.
• Fixed bug : Pressing the Done button affects all units in the current stack instead of only the selected units.
• Fixed bug : When the winner of a battle lost a high value unit, they gained a fame and the other player lost a fame instead of the other way around.
• The "No Trading" score modifier cannot be selected while "Against the Worlds" is active, as it would be impossible for the human player to trade in that mode.
• In automatic combat, when undead are raised, each unit consumes (cost*(resistance+9)/18) undead budget instead of "cost".
• This effectively means no change for resistance 9 units, double cost for resistance 18, and half the cost at resistance zero.
• Fixed bug : When the automatic combat score modifier is enabled, attacking a player and breaking a treaty shows the monthly report window covering the "cast spells" combat decision window.
• Updated the effect of the Abundance spell.
• New effect : Enchanted city's maximal population is raised by 7, but to a minimum of 18. Overfarming penalty is eliminated.
• Fixed bug : The diplomacy bonus based on attacking a mutual enemy was able to trigger regardless of the amount of enemy units killed.
• Fixed bug : The AI sometimes casts direct damage or save or die spells on targets that would take no damage/have zero chance of being affected, when no target exists that would be damaged by the spell.
• First Strike is no longer capped at dealing at most 24 damage before the enemy can retaliate.
• The following units now have Negate First Strike :
• Behemoth, Great Wyrm, Death Knight, Demon Lord, Great Drake, Sky Drake,
• Beastmaster, War Monk, Golden One, Amazon, Priestess, Paladin, Necromancer, Black Knight, Chaos Warrior, Chosen
• Supernatural now has a minimal damage of one third of the original damage instead of the less intuitive (damage-5)/2 formula.
• Chaos Spawn maintenance cost is now 5.
Modding :
• Fixed bug : AddAbilityLine script command's first parameter had no effect.
• Fixed bug : The script commands GetOLEnchantmentflag and GetCombatEnchantmentflag had their effects swapped.
• Added Ranged Bonus and Ranged Penalty to the set/getunitstat commands
• The AI will now be able to cast the Invisibility spell using units even if there are fewer than 4 enemy ranged units.
• Added UnitAura.INI to allow defining auras to show for custom enchantments.
• It is now possible to disable picking Life and Death books or any other two realm combinations in modding.INI. This rule also affects AI players and random generated wizards.
• Please note that you have to edit the predefined wizards to fit your new rules accordingly, as they are not checked for this restriction.
• Maximal level of units and heroes can now be changed in Modding.INI, including level granted by bonus effects.
• Name of each hero and unit level can be changed in Modding.INI
• Unit and Hero stat gains for each level can be changed in LevelBonus.INI
• Added UnitCalcPre.CAS script call for unit stat recalculation effects that need to be applied before other effects, such as level changing, ranged attack granting, or base stat changing effects.
• Added RequiredRealm field to Herodata.INI. When set to a nonzero value, only wizards with at least one book of that realm can acquire that hero.
• The effect of combat spells in automatic combat can now be specified in Spells.INI
• Fixed bug : "LOCAL" script command failed to work for declaring string type variables.
• The amount of item powers can be changed in Modding.INI
• Added script command GETITEMPOWER to detect when a unit is equiped by an item.
• Custom item powers are now possible.
• Set AIPriority on your custom item power to determine whether the AI prefers equipping the item on their best or worst heroes - best hero equips the set of items with the highest total priority value.
• Detailed rules (such as preferring the equipping an Iron Skin item on your low defense hero) are not supported yet.
• Added AICreationPriority parameter to Itempow.INI.
• Use this to assign an AI preference value for the power when the AI casts Enchant Item or Create Artifacts.
• Highest value (9) will always be chosen first if available, while lowest (1) is chosen last.
• Detailed rules (such as create an item with an Iron Skin power when the intended hero has low defense) is not supported yet.
• The enchantment ID of global enchantments is now in Spells.INI
• The music played by global enchantments is now in Spells.INI
• AI Disjunction and Spell Binding targeting priorities are in Disjunct.INI
• AI casting priority of global enchantments is now in Spells.INI
• Custom global enchantments are now possible.
• The Enchantment ID of city curses and buffs is now in Spells.INI
• AI casting priority of city curses, city buffs, and special spells treated as either is now in Spells.INI
• Custom city buffs and curses are now possible.
• The dispelling priority for the AI on the custom spells depends on spell rarity.
• New Spells.INI type flag : Corporeal. Makes the spell ineffective against non-Corporeal targets, the same way "Fire=True" does for Fire Immune, etc
• Save or Die and Unit Curse type spells can now use Spells.INI type flags for immunities.
• Custom Save or Die and Unit Curse type spells are now possible.
• Added script command "HasCombatGlobal" and "IsCombat".
• Custom combat global enchantments are now possible.
• Added debug mode logging of Automatic Combat casting category levels.
• Added many more unit stats and abilities for GETSTAT and SETSTAT script commands
• The First Strike damage cap feature is now possible to set to any amount of damage in Modding.INI (but defaults to being off)
• Supernatural now rounds normally instead of always down to calculate the minimal damage.
View on Steam
Bug fixes, gameplay, general
• Fixed incompatible save issue
• Fixed bug : When 30FPS mode is enabled, the game was stuck in an endless loop when a Magic Vortex was moving.
• Fixed bug : "At most 3 vortexes can be controlled by each player!" fails to get displayed when attempting to cast a fourth Magic Vortex spell, causing the game to crash.
• AI players are now able to raise or lower their tax rates by more than one level per turn.
• AI players will now raise taxes when their income is negative as far as it provides a relevant increase in income even if it means high unrest rates.
• When disbanding units due to gold, food or mana shortage, the AI will strongly prefer disbanding units outside cities instead of units in city garrisons.
• Save slot names are now stored in Savename.INI. This should allow keeping the save slot names when moving your save files between computers manually, and should prevent loss of slot names after future version updates.
• Keys.INI can now recognize the Backspace key. ('BACK')
• Pressing the Backspace key on the overland screen autoselects the units that moved previously.
• Apprentices now require a Magic Market in addition to previous requirements to build.
• Apprentices now have 1 melee attack instead of 2.
• Fixed bug : Enemy Stealth units are visible in the city view screen
• Optimization : When loading scripts, comments are removed in memory immediately, instead of being skipped during runtime. This should speed up the processing of scripts.
• Optimization : When loading scripts, labels are removed in memory immediately, and their position stored instead of being searched for during runtime. This should speed up the "Call" script commands.
• Optimization : Variables are no longer accessed through linear search. This should make scripts significantly faster.
• Fixed bug : Evil Omens had a 150/150 = 100% modifier instead of a 150/100 = 150% modifier since the modding option for it was added.
• Fixed bug : Pressing the Done button affects all units in the current stack instead of only the selected units.
• Fixed bug : When the winner of a battle lost a high value unit, they gained a fame and the other player lost a fame instead of the other way around.
• The "No Trading" score modifier cannot be selected while "Against the Worlds" is active, as it would be impossible for the human player to trade in that mode.
• In automatic combat, when undead are raised, each unit consumes (cost*(resistance+9)/18) undead budget instead of "cost".
• This effectively means no change for resistance 9 units, double cost for resistance 18, and half the cost at resistance zero.
• Fixed bug : When the automatic combat score modifier is enabled, attacking a player and breaking a treaty shows the monthly report window covering the "cast spells" combat decision window.
• Updated the effect of the Abundance spell.
• New effect : Enchanted city's maximal population is raised by 7, but to a minimum of 18. Overfarming penalty is eliminated.
• Fixed bug : The diplomacy bonus based on attacking a mutual enemy was able to trigger regardless of the amount of enemy units killed.
• Fixed bug : The AI sometimes casts direct damage or save or die spells on targets that would take no damage/have zero chance of being affected, when no target exists that would be damaged by the spell.
• First Strike is no longer capped at dealing at most 24 damage before the enemy can retaliate.
• The following units now have Negate First Strike :
• Behemoth, Great Wyrm, Death Knight, Demon Lord, Great Drake, Sky Drake,
• Beastmaster, War Monk, Golden One, Amazon, Priestess, Paladin, Necromancer, Black Knight, Chaos Warrior, Chosen
• Supernatural now has a minimal damage of one third of the original damage instead of the less intuitive (damage-5)/2 formula.
• Chaos Spawn maintenance cost is now 5.
Modding :
• Fixed bug : AddAbilityLine script command's first parameter had no effect.
• Fixed bug : The script commands GetOLEnchantmentflag and GetCombatEnchantmentflag had their effects swapped.
• Added Ranged Bonus and Ranged Penalty to the set/getunitstat commands
• The AI will now be able to cast the Invisibility spell using units even if there are fewer than 4 enemy ranged units.
• Added UnitAura.INI to allow defining auras to show for custom enchantments.
• It is now possible to disable picking Life and Death books or any other two realm combinations in modding.INI. This rule also affects AI players and random generated wizards.
• Please note that you have to edit the predefined wizards to fit your new rules accordingly, as they are not checked for this restriction.
• Maximal level of units and heroes can now be changed in Modding.INI, including level granted by bonus effects.
• Name of each hero and unit level can be changed in Modding.INI
• Unit and Hero stat gains for each level can be changed in LevelBonus.INI
• Added UnitCalcPre.CAS script call for unit stat recalculation effects that need to be applied before other effects, such as level changing, ranged attack granting, or base stat changing effects.
• Added RequiredRealm field to Herodata.INI. When set to a nonzero value, only wizards with at least one book of that realm can acquire that hero.
• The effect of combat spells in automatic combat can now be specified in Spells.INI
• Fixed bug : "LOCAL" script command failed to work for declaring string type variables.
• The amount of item powers can be changed in Modding.INI
• Added script command GETITEMPOWER to detect when a unit is equiped by an item.
• Custom item powers are now possible.
• Set AIPriority on your custom item power to determine whether the AI prefers equipping the item on their best or worst heroes - best hero equips the set of items with the highest total priority value.
• Detailed rules (such as preferring the equipping an Iron Skin item on your low defense hero) are not supported yet.
• Added AICreationPriority parameter to Itempow.INI.
• Use this to assign an AI preference value for the power when the AI casts Enchant Item or Create Artifacts.
• Highest value (9) will always be chosen first if available, while lowest (1) is chosen last.
• Detailed rules (such as create an item with an Iron Skin power when the intended hero has low defense) is not supported yet.
• The enchantment ID of global enchantments is now in Spells.INI
• The music played by global enchantments is now in Spells.INI
• AI Disjunction and Spell Binding targeting priorities are in Disjunct.INI
• AI casting priority of global enchantments is now in Spells.INI
• Custom global enchantments are now possible.
• The Enchantment ID of city curses and buffs is now in Spells.INI
• AI casting priority of city curses, city buffs, and special spells treated as either is now in Spells.INI
• Custom city buffs and curses are now possible.
• The dispelling priority for the AI on the custom spells depends on spell rarity.
• New Spells.INI type flag : Corporeal. Makes the spell ineffective against non-Corporeal targets, the same way "Fire=True" does for Fire Immune, etc
• Save or Die and Unit Curse type spells can now use Spells.INI type flags for immunities.
• Custom Save or Die and Unit Curse type spells are now possible.
• Added script command "HasCombatGlobal" and "IsCombat".
• Custom combat global enchantments are now possible.
• Added debug mode logging of Automatic Combat casting category levels.
• Added many more unit stats and abilities for GETSTAT and SETSTAT script commands
• The First Strike damage cap feature is now possible to set to any amount of damage in Modding.INI (but defaults to being off)
• Supernatural now rounds normally instead of always down to calculate the minimal damage.
Version 1.03.00
Nov 4, 2021
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
View on Steam
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
We're releasing a new update for CoM for Windows. You can find the full changelog down below.
Changelog:
Bug fixes, gameplay, general
• Fixed bug : Game rarely crashes due to integer overflow if a hero unit has extremely high stats.
• Memory for saving is now allocated at startup instead of during the save thread creation.
This should prevent random crashes while auto-saving at the beginning of a new turn.
• Fixed bug : When Engineers build roads, the last tile was not built.
• Added exception handling for the save thread.
• When saving fails for any reason (low disk space, no write permission, etc), a red "saving failed" message should show up instead of the game crashing.
• Fixed bug : Raise Dead prevented regeneration and destroyed items when the raised hero died again due to setting the damage type to irrecoverable in addition to adding the "no healing" status, this side effect was not intended.
• Fixed bug : When fleeing, it was possible to flee to the same tile the unit was fleeing from, or fail to flee even though there was still room available.
• Fixed bug : When the defender was fleeing from a tower, the plane of the unit wasn't set to the plane they were fleeing into.
• Fixed bug : The Shadow Demon's ability to change planes didn't check whether the destination tile contains a lair or enemy city.
• Fixed bug : Zombie Mastery fails to raise your own units as zombies when they die, only affected units owned by the enemy.
• Fixed bug : Research cost reduction for picking 9 or more books had no effect.
• The AI will be massively less likely to choose melee attack in combat instead of ranged when the melee attack cannot reach the enemy that turn.
• Fixed bug : the AI didn't check for the presence of a city before using the Plane Shift ability on Shadow Demons, resulting in shifting the units out of garrison and leaving cities undefended.
• When the AI is selecting targets for combat attacks, excessive overkill damage will no longer count into the calculated priority.
• Adjusted AI additional priority based on the melee attack of targets when performing a ranged attack.
• Further reduced the AI's priority of targeting combat summons with attacks.
• The AI will prioritize attacking targets that have MP remaining or spell charges from an ability higher.
• The AI will prioritize direct damage spells on targets that have MP remaining or spell charges from an ability higher.
• The combat pathfinder will treat tiles as if they had a movement cost at most equal to the moves remaining on the unit. This should prevent the AI trying to go around cost 2 tiles using speed 1 units when going through the tile would be faster.
• Spells that target overland terrain will now hide the units to improve the visibility of terrain while selecting targets.
• Added new scoring option : Treasure Impact.
• Significantly increases high quality treasure. AI players will generally pick fewer spellbooks in a single realm and prioritize clearing lairs/nodes higher.
• The following treasure is added : o +2 books, retorts or very rare spells on each plane for each opponent in the game.
o +3 rare spells for each opponent in the game
o +2 super high budget items (3000+) for each opponent in the game
o +3 high budget items (2000+) for each opponent in the game.
When the map size is too small to include all of this treasure, less might be added.
• Fixed bug : "Warp Node has been dispelled" is shown even when neither the caster of Warp Node nor the caster of Disenchant Area is the human player
• The scoring option "Tree Mastery" is now worth 100% score instead of 60%.
• Show Enemy Moves will now only show moves that happen within 8 tiles from the player's cities. This value can be changed in Modding.INI.
• When AI players cast overland spells that target an enemy stack, they can only target stacks that are either in the scouting range of their units, or no more than 25 tiles from their closest city.
• These values can be changed in modding.INI. This feature affects the spells : Dispelling Wave, Stasis, Fire Storm, Blizzard.
• Added "Random" option for number of opponents.
• Fixed bug : Purify order is not cleared from the unit when it is complete, only one turn later.
• Fixed bug : Meteor event fails to deal 12 damage to units.
• Fixed bug : Wall Bonus icon is not shown on units at the center city tiles.
• Fixed bug : Typo in script caused Darkest Hour to reduce the power/research of the wrong player(s).
• At the start of the new game, "Turn1.sav" will be created in addition to the normal autosave file, if the Backup Saves option is enabled.
Modding
• Whether a building requires Tree of Knowledge to be cast can now be changed in Buildings.INI
• Retort names and pick costs are now moddable in Retorts.INI
• Which retorts are mutually exclusive can now be changed in Retorts.INI
• Added "hideunits=1" spells.ini parameter.
• Added Modding.INI options to toggle whether the Show Enemy Moves option shows allied or pacted movement or not.
• The first turn when the AI can declare war or attack the player can now be changed in Modding.INI
• Production, food and gold given by terrain can now be set in Terrain.INI
• Food produced by Wild Game can be set in Terrain.INI
• The first turn the AI is allowed to break towers is now in Modding.INI
• Added logging of stored predefined items when forcedebug=1 and converting items.ini to items.dat
View on Steam
Changelog:
Bug fixes, gameplay, general
• Fixed bug : Game rarely crashes due to integer overflow if a hero unit has extremely high stats.
• Memory for saving is now allocated at startup instead of during the save thread creation.
This should prevent random crashes while auto-saving at the beginning of a new turn.
• Fixed bug : When Engineers build roads, the last tile was not built.
• Added exception handling for the save thread.
• When saving fails for any reason (low disk space, no write permission, etc), a red "saving failed" message should show up instead of the game crashing.
• Fixed bug : Raise Dead prevented regeneration and destroyed items when the raised hero died again due to setting the damage type to irrecoverable in addition to adding the "no healing" status, this side effect was not intended.
• Fixed bug : When fleeing, it was possible to flee to the same tile the unit was fleeing from, or fail to flee even though there was still room available.
• Fixed bug : When the defender was fleeing from a tower, the plane of the unit wasn't set to the plane they were fleeing into.
• Fixed bug : The Shadow Demon's ability to change planes didn't check whether the destination tile contains a lair or enemy city.
• Fixed bug : Zombie Mastery fails to raise your own units as zombies when they die, only affected units owned by the enemy.
• Fixed bug : Research cost reduction for picking 9 or more books had no effect.
• The AI will be massively less likely to choose melee attack in combat instead of ranged when the melee attack cannot reach the enemy that turn.
• Fixed bug : the AI didn't check for the presence of a city before using the Plane Shift ability on Shadow Demons, resulting in shifting the units out of garrison and leaving cities undefended.
• When the AI is selecting targets for combat attacks, excessive overkill damage will no longer count into the calculated priority.
• Adjusted AI additional priority based on the melee attack of targets when performing a ranged attack.
• Further reduced the AI's priority of targeting combat summons with attacks.
• The AI will prioritize attacking targets that have MP remaining or spell charges from an ability higher.
• The AI will prioritize direct damage spells on targets that have MP remaining or spell charges from an ability higher.
• The combat pathfinder will treat tiles as if they had a movement cost at most equal to the moves remaining on the unit. This should prevent the AI trying to go around cost 2 tiles using speed 1 units when going through the tile would be faster.
• Spells that target overland terrain will now hide the units to improve the visibility of terrain while selecting targets.
• Added new scoring option : Treasure Impact.
• Significantly increases high quality treasure. AI players will generally pick fewer spellbooks in a single realm and prioritize clearing lairs/nodes higher.
• The following treasure is added : o +2 books, retorts or very rare spells on each plane for each opponent in the game.
o +3 rare spells for each opponent in the game
o +2 super high budget items (3000+) for each opponent in the game
o +3 high budget items (2000+) for each opponent in the game.
When the map size is too small to include all of this treasure, less might be added.
• Fixed bug : "Warp Node has been dispelled" is shown even when neither the caster of Warp Node nor the caster of Disenchant Area is the human player
• The scoring option "Tree Mastery" is now worth 100% score instead of 60%.
• Show Enemy Moves will now only show moves that happen within 8 tiles from the player's cities. This value can be changed in Modding.INI.
• When AI players cast overland spells that target an enemy stack, they can only target stacks that are either in the scouting range of their units, or no more than 25 tiles from their closest city.
• These values can be changed in modding.INI. This feature affects the spells : Dispelling Wave, Stasis, Fire Storm, Blizzard.
• Added "Random" option for number of opponents.
• Fixed bug : Purify order is not cleared from the unit when it is complete, only one turn later.
• Fixed bug : Meteor event fails to deal 12 damage to units.
• Fixed bug : Wall Bonus icon is not shown on units at the center city tiles.
• Fixed bug : Typo in script caused Darkest Hour to reduce the power/research of the wrong player(s).
• At the start of the new game, "Turn1.sav" will be created in addition to the normal autosave file, if the Backup Saves option is enabled.
Modding
• Whether a building requires Tree of Knowledge to be cast can now be changed in Buildings.INI
• Retort names and pick costs are now moddable in Retorts.INI
• Which retorts are mutually exclusive can now be changed in Retorts.INI
• Added "hideunits=1" spells.ini parameter.
• Added Modding.INI options to toggle whether the Show Enemy Moves option shows allied or pacted movement or not.
• The first turn when the AI can declare war or attack the player can now be changed in Modding.INI
• Production, food and gold given by terrain can now be set in Terrain.INI
• Food produced by Wild Game can be set in Terrain.INI
• The first turn the AI is allowed to break towers is now in Modding.INI
• Added logging of stored predefined items when forcedebug=1 and converting items.ini to items.dat
We're releasing a new update for Caster of Magic for Windows. It contains a truly extensive list of fixes and improvements. You can find the full changelog below:
Please let us know what you think of the changes listed below, as usual your feedback is important to us.
WARNING: Save files from previous versions are not compatible, as changes were needed to support the new modding features, which require additional data to be stored.
Bug fixes, gameplay, general changes:
• Fixed bug: The game crashes when the player attempts to move a unit outside the map area.
• Fixed bug: Rare and Very Rare spells can be found in treasure when it shouldn't be possible and cannot be found when it should be possible.
• Fixed bug: Armageddon and Doomsday cast by the human player doesn't increase unrest in AI cities.
• Fixed bug: Nightshade has twice the intended effect on Cathedrals
• Fixed bug: When Darkest Hour is cast by the human player, it doesn't reduce enemy research and power.
• When multiple opponents have cast Darkest Hour, the effect will be merged to one displayed line in the resource detail view.
• Fixed bug: Doomsday cast by the human player doesn't cause AI cities to shrink when exceeding maximal population.
• Multiple instances of Doomsday enchantments will now show the total population growth reduction as a single line in the detailed view.
• Racial resistance modifiers now apply to settler units.
• Fixed bug: the Leave Me Alone setting also forces the AI to build at 6 distance from their own or other AI cities in addition to the human player's.
• Fixed bug: Starting a new game with "I am the Boss" and very high player count can freeze in an endless loop.
• Adjusted the AI's "need casting skill" strategy flag to depend on difficulty level.
• Adjusted how the AI's "need troops" strategy flag depends on the number of owned cities per land size setting.
• Fixed bug: Resistance removed by Eternal Night does not display a grey icon.
• Fixed bug: Animate Dead doesn't grant +1 thrown or breath attack strength.
• Fixed bug: When the AI casts Spell Ward, a different city enchantment is applied to the city instead.
• Fixed bug: Scoring screen shows item looted from the final battle.
• The AI will not cast Stasis during Time Stop anymore.
• Fixed bug: The human player could target heroes with Animate Dead even though they were invalid targets.
• Smallest map size is now forced to be 15x15 tiles. Any settings that would result in smaller maps will raise the size to this number. This was necessary because on smaller maps, the game sometimes freezes due to not finding valid locations for objects, such as nodes.
• Fixed more spell descriptions in the documentation.
• Fixed bug: Mystic Surge fails to add Adamantium and Mithril to units.
• Fixed bug: Animated status fails to set resulting undead effects until the unit's data is recalculated twice.
• Fixed bug: End of turn healing caused by Regeneration is applied on the wrong unit.
• Fixed bug: Eternal Night reduces the resistance of the owner's units even though it should only apply to enemies.
• Fixed bug: Floating Island can appear in combat on land if it gains Flying.
• Fixed bug: Angels had Exorcise +1 instead of -1.
• Fixed bug: Focus Magic didn't convert thrown attacks to ranged.
• Fixed bug: AI and "Random" wizard starting spell selection doesn't clear selection slots 11 and above or any very rare spell slots. This could lead to incorrect spells when starting a new game after winning/losing another one, or when cancelling a previous selection and returning to the previous page(s).
• The AI will prioritize targeting enemies during war higher when targeting a Raise Volcano spell.
• The AI will prioritize players in range for a war declaration (adjacent empires) higher when targeting a Raise Volcano spell but lower than targets they are already at war with.
• The AI is now allowed to send a magic spirit to any nodes regardless of distance if they already have troops guarding it.
• Fixed bug: Raise Dead and Animate Dead couldn't be used in sea combat.
• The AI will reduce tax rates during the first 40 turns of the game if necessary to get rid of unrest and aims to have no rebels at all to maximize production output.
• Fixed bug: In Automatic Combat, army ammo is sometimes considered zero when ranged units and non-ranged units fight together.
• Fixed 1.1.1 bug: Normal Caster units don't have the Fireball Spell in their spellbook.
• Reduced the AI's chance to build Amplifying Tower in the early game.
• Fixed bug: Doom Gaze is applied once per figure instead of once per unit attacking.
• Fixed bug: Carrack consumes 1 food even though boats should not have upkeep costs.
• Fixed bug: Spell Lock didn't protect units from Great Unsummoning
• Fixed bug: Death Immunity didn't protect units from Final Wave
• Fixed bug: Mithril/Adamantium is now visible on units in the list view.
• Default Tower Budget multiplier for I Am the Boss score modifier is now 70% instead of 50%.
• Fixed 1.1.2 bug: AI starting race selection only sets the city race but fails to set the AI's home race variable. This can lead to poor AI decisions and incorrect unrest values during the game.
• Ice Bolt will no longer freeze Non-Corporeal or Immolating units.
• The AI will not add additional priority to the Ice Bolt spell based on the freezing effect if the target cannot be frozen.
• Casting Wraith Form on a unit will now instantly remove the effects of the Web spell from the unit. However, movement points will not be refilled until the start of the next turn.
• Cities on the minimap will now glow for better visibility.
• Adjusted Shore/River/Lake/Swamp/Hill pixel colour on the minimap.
• Adjusted Myrran Forest pixel colour on the minimap.
• Fixed bug: Monster Invasion event sometimes fails to generate monsters.
• Rivers now have a greatly reduced chance to turn in the same direction twice in a row.
• Changed the score modifier for Plane of Earth to 80% from 50%.
• Added new scoring option: "Standardized". This causes all opponents to use default wizards. Normal difficulty level does not have this effect by default anymore, but Easy does force using this option.
• Added new scoring option: "Plane of Water". This option increases the Sea to Land ratio, the opposite of the effect of "Plane of Earth".
• Fixed bug: "Mixed" continent size option works incorrectly and generates only continents of one random size on the Myrran plane.
• Slightly increased the default size of continents on Average and Large continent size settings.
• Fixed bug: Stream of Life effect is applied before Chaos Rift damage instead of after.
• New Feature: Pressing Ctrl+1 to 9 saves the current location on the map. You can reset your view to the saved location by pressing 1-9 afterwards. Starting a new game or loading a save file clears these saved locations.
• The AI will not cast the Fire Elemental and Construct Catapult spells if the enemy has Entangle in effect
• Fixed a few bugs that could cause the AI to cast direct damage spells on undesirable targets.
• Scoring: Size multiplier is now based on the number of land tiles in the game, instead of the plane's width.
• "No Overlap" score modifier is now worth 70% instead of 100%. Fewer cities/land tile makes the size modifier overestimate the difficulty compared to the default.
• Clarified in game help and documentation: Ruler of Heaven protects all of the caster's enchantments from dispel, not just global enchantments.
• Darkest Hour now has an additional effect: The caster's city enchantments are 100% harder to dispel.
• When the player starts on Arcanus, the maximal amount of Myrran wizards rolled is now only 1 higher than the minimal required amount instead of allowing all but one wizards to roll the Myrran retort and start there with extremely bad luck.
• Added new scoring option: "Inverted Worlds". This swaps the number of Arcanus and Myrran wizards with each other.
• Adjusted the amount of ships AI players intend to have in play.
• Fixed bug: The scoring screen sometimes displays the wrong score multiplier value (applied value was correct).
• Fixed bug: "Rebuild All" option doesn't remove then readd Housing/Trade Goods to the queue, resulting in invalid queue data.
• When neutral monsters spawn, the nearest city will be displayed instead of any city within a valid range.
• Heroes in a wizard's fortress now contribute 20% of their Caster ability instead of 1/6th.
• Fixed bug: Ships enchanted by Water Walking or Wraith Form can move on land.
• Fixed bug: The AI prioritizes targeting Warships with Wraith Form even when the new modding option to enable these units to fight on land is not enabled.
• Fixed bug: The AI uses 375 more MP on disjunction sliders than needed.
• Fixed bug: Windwalking units in the unit list view do not show "flying" as their movement type.
• Fixed bug: WindWalking units in combat can move outside the "wind" area over sea as if they had sailing movement.
• Fixed bug: Great Unsummoning and Final Wave is added to the monthly report twice for each cast.
• Fixed bug: Clairvoyance fails to show invisible enemy units in the list view.
• Fixed bug: The AI fails to use the additional slider cost on combat spells.
• Reports added during the human player's turn will now always force showing the report scroll, instead of waiting for the next turn.
• Fixed bug: Only 10% of the calculated bonus priority based on expected damage from combat direct damage spells was applied to the spell priority. This resulted in the AI failing to pick the best (highest damage) direct damage spell to cast.
• Improved the AI's decision on using spells vs shooting with Magician or similar units. Actual expected damage is now used instead of spell priority.
• Fixed intro playing speed not matching sound.
• UI improvement: Clicking one mutually exclusive retort unselects all the other ones instead of sometimes itself.
• Fixed bug: Heroes gain their level-up resistance and ranged attack bonus 1 level later than intended.
• Right Clicking on the minimap now has the same effect as Left Clicking it.
• Neutral units (garrisons in neutral cities) can now gain 1 experience per turn like units controlled by wizards.
• Fixed bug: When a unit dies to wall of fire, it doesn't get unselected.
• Fixed bug: When the AI's unit died to wall of fire when moving to perform a melee or ranged attack, it didn't abort the attack sequence.
• Fixed bug: When scrolling on the Cartographer, the validity of the Y display position isn't checked
• Fixed bug: When leaving the Cartographer, the displayed map area is a few tiles off-center of the cartographer map.
• Fixed bug: Raise Dead and Animate Dead sets the animation frame of the unit wrong.
• Fixed bug: Starting capitals use Barbarian city names instead of the correct race.
• Fixed bug: Settlers enchanted by Destiny were malfunctioning, possibly leading to crashes. Settlers are no longer a valid target for the Destiny spell.
• Fixed bug: Buying an item while autosaving for a turn does not save the received item but saves the paid price. Autosaving is now delayed until the item is stored.
• Fixed bug: After fleeing from a fortress battle, banishment animation doesn't play and the surrender choice isn't displayed.
• Adjusted the click areas of city buildings on the city view.
• Fixed bug: Chaos Surge failed to increase breath attacks strength.
Modding
• Animation Frame count and Vizier priority is now moved to Buildings.INI
• The game will no longer freeze when there are too many buildings to display in a city (as a consequence of modding building data). However, it's still recommended to use the "replaced by" feature to reduce the number of possible simultaneous buildings to an amount where this doesn't happen. Excess buildings that cannot be drawn will be impossible to sell for the player, as they cannot click on the building.
• It is now possible to change the amount of building types in Modding.INI, to add new buildings.
• Added "Iswall" parameter. This determines whether a building should be displayed in the "city wall" area instead of this being hardcoded.
• Added "OnShore" parameter. This determines whether a building should be displayed in the "shipyard" area instead of this being hardcoded.
• Added EcoSkill.CAS script to calculate the base, combat and overland skill of players. This can be used to add new buildings, spells, or other effects that change casting skill. Changing the base skill formula is not recommended.
• Added many new script commands and functions, see Scripts.txt for details.
• Tax table is now external in Tax.INI and it is now possible to change the number of different tax levels.
• Added EcoUnrest.CAS script to calculate the unrest of cities.
• Optimized the script engine to run about 50% faster. Please remember that running scripts is still significantly more computationally expensive than running an equivalent hardcoded function. Avoid making scripts that are too complex or you may experience FPS drops or slow turn times especially on scripts that are frequently used.
• Fixed bug: %F and %I have each other's effect in scripts
• Fixed bug: Space characters in scripts get removed from within string constants as if they were code.
• Fixed bug: Characters in scripts get turned to uppercase in string constants as if they were code.
• City economy data (unrest, gold, research, power, etc) calculated will be stored and will only be recalculated when something happens in the game that might cause a change in the result. This should reduce the number of calls done to these scripts and improve performance overall.
• Added EcoGold.CAS script to calculate the gold of cities.
• Added EcoProd.CAS script to calculate the production of cities.
• Added EcoPower.CAS script to calculate the power generated by cities.
• The scripts now support using <> for "not equal".
• Fixed bug: For/Next loops in scripts fail to run for the last value in the loop.
• Added EcoResearch.CAS script to calculate the power generated by cities.
• Added EcoFood.CAS script to calculate the power generated by cities.
• Added EcoMaxPop.CAS script to calculate the maximal population of cities.
• Removed Waterwalking, Windwalking, Forestwalk, Flying, etc script commands, and added a generic GETSTAT script command instead to get any unit stat or ability.
• Added Settler.CAS script to set the base stats and abilities or settlers from various races.
• The data tables used by the AI to decide which race they prefer to build settlers from are now external in AIRacepref.INI
• Spells.INI now contains AIWaterMove flag to mark which spells allow the AI to not prioritize early game shipyards.
• Added AIProd.CAS script for the AI's city production decision
• Added AIBuilding.CAS script for the AI's building priority decision
• Script error: "Variable does not exist" will now show the missing variable's name.
• Fixed bug: "Call" keyword in scripts does not work.
• Added Earth Lore area size to MODDING.INI
• Added AI maximal spirit distance and spirit exception parameters to MODDING.INI
• Fixed bug: Offensive stats and abilities had no effect on Shield, Plate and Chain Mail type items.
• Added debug mode logging of AI building priority, mandatory building decision, and unit/building decision.
• Added debug mode logging of Automatic Combat army stats
• Shift-H in debug mode now also shows AI city production and income data. This can be useful for debugging related scripts.
• Added AIPreHousing script to decide which buildings the AI buys before starting to build Housing in a new city.
• AI resources bonus values and other difficulty parameters are now external in DIFFICULTY.INI.
• The unit ID of the starting units (swordsmen) is now included in RACES.INI
• Added the maximal number of races to MODDING.INI. This allows adding new races to the game.
• RACES.INI now contains the name of each race and their home plane.
• RACES.INI now contains data fields to mark races as playable, or valid as neutrals. (Setting a system race such as Chaos Realm as a playable race will cause the game to crash.)
• Increased the maximal amount of disallowed buildings supported on races to 100.
• Added food upkeep field to Units.INI
• Conversion rate of excess food to gold can be set in MODDING.INI
• To Defend cap and cap effect can now be changed in MODDING.INI
• The AI spell rerolling feature can now be disabled or the difficulty level required to activate it can be changed in Modding.INI
• The spell table used for the AI rerolling feature is now external in AIReroll.INI
• Combat movement costs of each tile type and relevant special movement ability is now in Modding.INI
• Overland movement costs of each tile type and relevant special movement ability is now in Modding.INI
• Road movement costs are in MODDING.INI
• Added a parameter in MODDING.INI to adjust the chance of a river turning in the same direction twice in a row.
• Added a setting to MODDING.INI that disables the secondary effect of control changing spells (Confusion, Possession, Creature Binding) where they irrecoverably kill the unit. Disabling this feature might lead to unwanted side effects, such as Raise Dead reviving units to fight for the enemy side. Use this option at your own risk.
• Added FORTLIG.CAS script to calculate fortress lightning strength and duration.
• Added logging of the fortress lightning strength and duration during debug mode.
• Score modifier names, display order and score value are now external in SCORING.INI
• It is now possible to add new score modifiers by raising the maximal amount in SCORING.INI
• Calculated map size is capped at 200x200. This should prevent any crashes caused by raising map size related values in the modding.ini file too high.
• Added debug mode logging of dispel effect strength and resistance when Dispel Magic, Dispelling Wave, Disillusionise, Disenchant Area, or Disjunction is cast.
• Item power data is now external in ITEMPOW.INI
• Maximal house type ID is now in MODDING.INI
• Increased several data structure sizes to make it possible to implement modding for related features in the future without losing save game compatibility in those updates. (such as maximal number of spells)
• Added "ForceDebug" option to Modding.INI to make the game always start in debug mode.
• The rate of hero caster ability to wizard skill is now in Modding.INI.
• Added an option to MODDING.INI to enable non-corporeal ships to enter land and combat on land. When this option is enabled, the AI should recognize these units as being able to carry their stack on land tiles, however it will not actively pursue using this as a strategy by prioritizing boats as the targets for the Wraith Form spell.
• EXP gain per turn for neutrals feature can now be disabled in MODDING.INI
• When Earth Lore AOE is changed, the targeting will now show the correct area instead of the default.
• Added Modding.INI setting for number of city names in citynames.ini
View on Steam
Please let us know what you think of the changes listed below, as usual your feedback is important to us.
WARNING: Save files from previous versions are not compatible, as changes were needed to support the new modding features, which require additional data to be stored.
Bug fixes, gameplay, general changes:
• Fixed bug: The game crashes when the player attempts to move a unit outside the map area.
• Fixed bug: Rare and Very Rare spells can be found in treasure when it shouldn't be possible and cannot be found when it should be possible.
• Fixed bug: Armageddon and Doomsday cast by the human player doesn't increase unrest in AI cities.
• Fixed bug: Nightshade has twice the intended effect on Cathedrals
• Fixed bug: When Darkest Hour is cast by the human player, it doesn't reduce enemy research and power.
• When multiple opponents have cast Darkest Hour, the effect will be merged to one displayed line in the resource detail view.
• Fixed bug: Doomsday cast by the human player doesn't cause AI cities to shrink when exceeding maximal population.
• Multiple instances of Doomsday enchantments will now show the total population growth reduction as a single line in the detailed view.
• Racial resistance modifiers now apply to settler units.
• Fixed bug: the Leave Me Alone setting also forces the AI to build at 6 distance from their own or other AI cities in addition to the human player's.
• Fixed bug: Starting a new game with "I am the Boss" and very high player count can freeze in an endless loop.
• Adjusted the AI's "need casting skill" strategy flag to depend on difficulty level.
• Adjusted how the AI's "need troops" strategy flag depends on the number of owned cities per land size setting.
• Fixed bug: Resistance removed by Eternal Night does not display a grey icon.
• Fixed bug: Animate Dead doesn't grant +1 thrown or breath attack strength.
• Fixed bug: When the AI casts Spell Ward, a different city enchantment is applied to the city instead.
• Fixed bug: Scoring screen shows item looted from the final battle.
• The AI will not cast Stasis during Time Stop anymore.
• Fixed bug: The human player could target heroes with Animate Dead even though they were invalid targets.
• Smallest map size is now forced to be 15x15 tiles. Any settings that would result in smaller maps will raise the size to this number. This was necessary because on smaller maps, the game sometimes freezes due to not finding valid locations for objects, such as nodes.
• Fixed more spell descriptions in the documentation.
• Fixed bug: Mystic Surge fails to add Adamantium and Mithril to units.
• Fixed bug: Animated status fails to set resulting undead effects until the unit's data is recalculated twice.
• Fixed bug: End of turn healing caused by Regeneration is applied on the wrong unit.
• Fixed bug: Eternal Night reduces the resistance of the owner's units even though it should only apply to enemies.
• Fixed bug: Floating Island can appear in combat on land if it gains Flying.
• Fixed bug: Angels had Exorcise +1 instead of -1.
• Fixed bug: Focus Magic didn't convert thrown attacks to ranged.
• Fixed bug: AI and "Random" wizard starting spell selection doesn't clear selection slots 11 and above or any very rare spell slots. This could lead to incorrect spells when starting a new game after winning/losing another one, or when cancelling a previous selection and returning to the previous page(s).
• The AI will prioritize targeting enemies during war higher when targeting a Raise Volcano spell.
• The AI will prioritize players in range for a war declaration (adjacent empires) higher when targeting a Raise Volcano spell but lower than targets they are already at war with.
• The AI is now allowed to send a magic spirit to any nodes regardless of distance if they already have troops guarding it.
• Fixed bug: Raise Dead and Animate Dead couldn't be used in sea combat.
• The AI will reduce tax rates during the first 40 turns of the game if necessary to get rid of unrest and aims to have no rebels at all to maximize production output.
• Fixed bug: In Automatic Combat, army ammo is sometimes considered zero when ranged units and non-ranged units fight together.
• Fixed 1.1.1 bug: Normal Caster units don't have the Fireball Spell in their spellbook.
• Reduced the AI's chance to build Amplifying Tower in the early game.
• Fixed bug: Doom Gaze is applied once per figure instead of once per unit attacking.
• Fixed bug: Carrack consumes 1 food even though boats should not have upkeep costs.
• Fixed bug: Spell Lock didn't protect units from Great Unsummoning
• Fixed bug: Death Immunity didn't protect units from Final Wave
• Fixed bug: Mithril/Adamantium is now visible on units in the list view.
• Default Tower Budget multiplier for I Am the Boss score modifier is now 70% instead of 50%.
• Fixed 1.1.2 bug: AI starting race selection only sets the city race but fails to set the AI's home race variable. This can lead to poor AI decisions and incorrect unrest values during the game.
• Ice Bolt will no longer freeze Non-Corporeal or Immolating units.
• The AI will not add additional priority to the Ice Bolt spell based on the freezing effect if the target cannot be frozen.
• Casting Wraith Form on a unit will now instantly remove the effects of the Web spell from the unit. However, movement points will not be refilled until the start of the next turn.
• Cities on the minimap will now glow for better visibility.
• Adjusted Shore/River/Lake/Swamp/Hill pixel colour on the minimap.
• Adjusted Myrran Forest pixel colour on the minimap.
• Fixed bug: Monster Invasion event sometimes fails to generate monsters.
• Rivers now have a greatly reduced chance to turn in the same direction twice in a row.
• Changed the score modifier for Plane of Earth to 80% from 50%.
• Added new scoring option: "Standardized". This causes all opponents to use default wizards. Normal difficulty level does not have this effect by default anymore, but Easy does force using this option.
• Added new scoring option: "Plane of Water". This option increases the Sea to Land ratio, the opposite of the effect of "Plane of Earth".
• Fixed bug: "Mixed" continent size option works incorrectly and generates only continents of one random size on the Myrran plane.
• Slightly increased the default size of continents on Average and Large continent size settings.
• Fixed bug: Stream of Life effect is applied before Chaos Rift damage instead of after.
• New Feature: Pressing Ctrl+1 to 9 saves the current location on the map. You can reset your view to the saved location by pressing 1-9 afterwards. Starting a new game or loading a save file clears these saved locations.
• The AI will not cast the Fire Elemental and Construct Catapult spells if the enemy has Entangle in effect
• Fixed a few bugs that could cause the AI to cast direct damage spells on undesirable targets.
• Scoring: Size multiplier is now based on the number of land tiles in the game, instead of the plane's width.
• "No Overlap" score modifier is now worth 70% instead of 100%. Fewer cities/land tile makes the size modifier overestimate the difficulty compared to the default.
• Clarified in game help and documentation: Ruler of Heaven protects all of the caster's enchantments from dispel, not just global enchantments.
• Darkest Hour now has an additional effect: The caster's city enchantments are 100% harder to dispel.
• When the player starts on Arcanus, the maximal amount of Myrran wizards rolled is now only 1 higher than the minimal required amount instead of allowing all but one wizards to roll the Myrran retort and start there with extremely bad luck.
• Added new scoring option: "Inverted Worlds". This swaps the number of Arcanus and Myrran wizards with each other.
• Adjusted the amount of ships AI players intend to have in play.
• Fixed bug: The scoring screen sometimes displays the wrong score multiplier value (applied value was correct).
• Fixed bug: "Rebuild All" option doesn't remove then readd Housing/Trade Goods to the queue, resulting in invalid queue data.
• When neutral monsters spawn, the nearest city will be displayed instead of any city within a valid range.
• Heroes in a wizard's fortress now contribute 20% of their Caster ability instead of 1/6th.
• Fixed bug: Ships enchanted by Water Walking or Wraith Form can move on land.
• Fixed bug: The AI prioritizes targeting Warships with Wraith Form even when the new modding option to enable these units to fight on land is not enabled.
• Fixed bug: The AI uses 375 more MP on disjunction sliders than needed.
• Fixed bug: Windwalking units in the unit list view do not show "flying" as their movement type.
• Fixed bug: WindWalking units in combat can move outside the "wind" area over sea as if they had sailing movement.
• Fixed bug: Great Unsummoning and Final Wave is added to the monthly report twice for each cast.
• Fixed bug: Clairvoyance fails to show invisible enemy units in the list view.
• Fixed bug: The AI fails to use the additional slider cost on combat spells.
• Reports added during the human player's turn will now always force showing the report scroll, instead of waiting for the next turn.
• Fixed bug: Only 10% of the calculated bonus priority based on expected damage from combat direct damage spells was applied to the spell priority. This resulted in the AI failing to pick the best (highest damage) direct damage spell to cast.
• Improved the AI's decision on using spells vs shooting with Magician or similar units. Actual expected damage is now used instead of spell priority.
• Fixed intro playing speed not matching sound.
• UI improvement: Clicking one mutually exclusive retort unselects all the other ones instead of sometimes itself.
• Fixed bug: Heroes gain their level-up resistance and ranged attack bonus 1 level later than intended.
• Right Clicking on the minimap now has the same effect as Left Clicking it.
• Neutral units (garrisons in neutral cities) can now gain 1 experience per turn like units controlled by wizards.
• Fixed bug: When a unit dies to wall of fire, it doesn't get unselected.
• Fixed bug: When the AI's unit died to wall of fire when moving to perform a melee or ranged attack, it didn't abort the attack sequence.
• Fixed bug: When scrolling on the Cartographer, the validity of the Y display position isn't checked
• Fixed bug: When leaving the Cartographer, the displayed map area is a few tiles off-center of the cartographer map.
• Fixed bug: Raise Dead and Animate Dead sets the animation frame of the unit wrong.
• Fixed bug: Starting capitals use Barbarian city names instead of the correct race.
• Fixed bug: Settlers enchanted by Destiny were malfunctioning, possibly leading to crashes. Settlers are no longer a valid target for the Destiny spell.
• Fixed bug: Buying an item while autosaving for a turn does not save the received item but saves the paid price. Autosaving is now delayed until the item is stored.
• Fixed bug: After fleeing from a fortress battle, banishment animation doesn't play and the surrender choice isn't displayed.
• Adjusted the click areas of city buildings on the city view.
• Fixed bug: Chaos Surge failed to increase breath attacks strength.
Modding
• Animation Frame count and Vizier priority is now moved to Buildings.INI
• The game will no longer freeze when there are too many buildings to display in a city (as a consequence of modding building data). However, it's still recommended to use the "replaced by" feature to reduce the number of possible simultaneous buildings to an amount where this doesn't happen. Excess buildings that cannot be drawn will be impossible to sell for the player, as they cannot click on the building.
• It is now possible to change the amount of building types in Modding.INI, to add new buildings.
• Added "Iswall" parameter. This determines whether a building should be displayed in the "city wall" area instead of this being hardcoded.
• Added "OnShore" parameter. This determines whether a building should be displayed in the "shipyard" area instead of this being hardcoded.
• Added EcoSkill.CAS script to calculate the base, combat and overland skill of players. This can be used to add new buildings, spells, or other effects that change casting skill. Changing the base skill formula is not recommended.
• Added many new script commands and functions, see Scripts.txt for details.
• Tax table is now external in Tax.INI and it is now possible to change the number of different tax levels.
• Added EcoUnrest.CAS script to calculate the unrest of cities.
• Optimized the script engine to run about 50% faster. Please remember that running scripts is still significantly more computationally expensive than running an equivalent hardcoded function. Avoid making scripts that are too complex or you may experience FPS drops or slow turn times especially on scripts that are frequently used.
• Fixed bug: %F and %I have each other's effect in scripts
• Fixed bug: Space characters in scripts get removed from within string constants as if they were code.
• Fixed bug: Characters in scripts get turned to uppercase in string constants as if they were code.
• City economy data (unrest, gold, research, power, etc) calculated will be stored and will only be recalculated when something happens in the game that might cause a change in the result. This should reduce the number of calls done to these scripts and improve performance overall.
• Added EcoGold.CAS script to calculate the gold of cities.
• Added EcoProd.CAS script to calculate the production of cities.
• Added EcoPower.CAS script to calculate the power generated by cities.
• The scripts now support using <> for "not equal".
• Fixed bug: For/Next loops in scripts fail to run for the last value in the loop.
• Added EcoResearch.CAS script to calculate the power generated by cities.
• Added EcoFood.CAS script to calculate the power generated by cities.
• Added EcoMaxPop.CAS script to calculate the maximal population of cities.
• Removed Waterwalking, Windwalking, Forestwalk, Flying, etc script commands, and added a generic GETSTAT script command instead to get any unit stat or ability.
• Added Settler.CAS script to set the base stats and abilities or settlers from various races.
• The data tables used by the AI to decide which race they prefer to build settlers from are now external in AIRacepref.INI
• Spells.INI now contains AIWaterMove flag to mark which spells allow the AI to not prioritize early game shipyards.
• Added AIProd.CAS script for the AI's city production decision
• Added AIBuilding.CAS script for the AI's building priority decision
• Script error: "Variable does not exist" will now show the missing variable's name.
• Fixed bug: "Call" keyword in scripts does not work.
• Added Earth Lore area size to MODDING.INI
• Added AI maximal spirit distance and spirit exception parameters to MODDING.INI
• Fixed bug: Offensive stats and abilities had no effect on Shield, Plate and Chain Mail type items.
• Added debug mode logging of AI building priority, mandatory building decision, and unit/building decision.
• Added debug mode logging of Automatic Combat army stats
• Shift-H in debug mode now also shows AI city production and income data. This can be useful for debugging related scripts.
• Added AIPreHousing script to decide which buildings the AI buys before starting to build Housing in a new city.
• AI resources bonus values and other difficulty parameters are now external in DIFFICULTY.INI.
• The unit ID of the starting units (swordsmen) is now included in RACES.INI
• Added the maximal number of races to MODDING.INI. This allows adding new races to the game.
• RACES.INI now contains the name of each race and their home plane.
• RACES.INI now contains data fields to mark races as playable, or valid as neutrals. (Setting a system race such as Chaos Realm as a playable race will cause the game to crash.)
• Increased the maximal amount of disallowed buildings supported on races to 100.
• Added food upkeep field to Units.INI
• Conversion rate of excess food to gold can be set in MODDING.INI
• To Defend cap and cap effect can now be changed in MODDING.INI
• The AI spell rerolling feature can now be disabled or the difficulty level required to activate it can be changed in Modding.INI
• The spell table used for the AI rerolling feature is now external in AIReroll.INI
• Combat movement costs of each tile type and relevant special movement ability is now in Modding.INI
• Overland movement costs of each tile type and relevant special movement ability is now in Modding.INI
• Road movement costs are in MODDING.INI
• Added a parameter in MODDING.INI to adjust the chance of a river turning in the same direction twice in a row.
• Added a setting to MODDING.INI that disables the secondary effect of control changing spells (Confusion, Possession, Creature Binding) where they irrecoverably kill the unit. Disabling this feature might lead to unwanted side effects, such as Raise Dead reviving units to fight for the enemy side. Use this option at your own risk.
• Added FORTLIG.CAS script to calculate fortress lightning strength and duration.
• Added logging of the fortress lightning strength and duration during debug mode.
• Score modifier names, display order and score value are now external in SCORING.INI
• It is now possible to add new score modifiers by raising the maximal amount in SCORING.INI
• Calculated map size is capped at 200x200. This should prevent any crashes caused by raising map size related values in the modding.ini file too high.
• Added debug mode logging of dispel effect strength and resistance when Dispel Magic, Dispelling Wave, Disillusionise, Disenchant Area, or Disjunction is cast.
• Item power data is now external in ITEMPOW.INI
• Maximal house type ID is now in MODDING.INI
• Increased several data structure sizes to make it possible to implement modding for related features in the future without losing save game compatibility in those updates. (such as maximal number of spells)
• Added "ForceDebug" option to Modding.INI to make the game always start in debug mode.
• The rate of hero caster ability to wizard skill is now in Modding.INI.
• Added an option to MODDING.INI to enable non-corporeal ships to enter land and combat on land. When this option is enabled, the AI should recognize these units as being able to carry their stack on land tiles, however it will not actively pursue using this as a strategy by prioritizing boats as the targets for the Wraith Form spell.
• EXP gain per turn for neutrals feature can now be disabled in MODDING.INI
• When Earth Lore AOE is changed, the targeting will now show the correct area instead of the default.
• Added Modding.INI setting for number of city names in citynames.ini
We're releasing a new update for Caster of Magic for Windows. It contains a truly extensive list of fixes and improvements. You can find the full changelog below.
Please let us know what you think of the changes listed below, as usual your feedback is important to us.
Change History:
Added a custom scripting language. For the time being this has very limited uses, but it's a necessary first step towards more complex modding features such as adding new types of buildings or spells. In general, script files can only be run where the game is expecting one, and these calls to scripts will be added in this and future updates as necessary. See Scripts.TXT for syntax, and Modding.INI for existing script file calls in the system.
The Auto button in combat will now show a menu instead of two yes/no dialog boxes.
It is now possible to activate Auto with or without spellcasting, for one turn or the entire battle.
Fixed 1.1.0 bug : When an outpost shrinks below zero population due to curses or poor terrain, the game crashes.
Fixed 1.1.0 bug : Game crashes when the AI has a very high maximal population city that has a fast growing race on low difficulty settings.
Updated some hero information in the documentation
Fixed bug : Magician hero has 1 random ability instead of the intended 2.
Fixed bug : Warlock hero has normal level Arcane Power ability instead of the intended super.
Fixed bug : Resurrection cast by the human player crashes consistently when hero type 0 (The Dwarf) is dead.
Fixed bug : Hero hire window after casting Incarnation to revive a dead Chosen One shows negative experience.
Fixed bug : Own invisible units are not visible in the city view window shown during targeting spells.
Fixed bug : Lycanthropy was possible to cast on undead normal units
Fixed bug : Buff spells don't refresh combat movement matrix for the selected unit, so Flight movement isn't applied until a different unit is selected from the Flight spell.
Fixed bug : The AI was allowed to use Disenchant Area on warped nodes not owned by them.
Fixed bug : The AI strategy of casting more Drain Power against Spell of Mastery had no effect.
Fixed bug : When the AI tries to target the human player with Spell Blast and Drain Power, the spell fails.
Fixed bug : AI has lower chance to cast Disjunction than intended, especially in low player count games.
When spells are being cast during Auto combat, the advisor will become smarter in picking the spell to cast as overland turns elapse. You can expect the Auto feature to play the same way as the game's default AI starting from around turn 200-250 and generally play better than previous versions except at the very beginning of the game. (Random(100-Current Turn/2.5) will be added to the calculated AI priorities instead of the random(100) used in previous versions)
Added "Master" script file call. This is called at the time the game is launched and can be used to initialize global constants and variables. Variables created here are persistent and available for access in all other script files, while every variable created in other scripts disappears when the script terminates.
Added AI Starting Spell selection script. AI starting spell selection is no longer hardcoded.
Updated the manual to no longer list Wind Walking as an ability of an Archangel
Added debug mode logging of AI starting spell picks in debug mode.
Added debug mode logging of AI books and retorts at the time of starting spell selection
Added AI Spell Research decision script. This decision is no longer hardcoded.
Base AI research priority is now included in Spells.INI instead of being hardcoded. (Lowest priority spell is chosen first)
Added debug mode logging for AI research priorities (base and calculated total) for available options.
Moved AI research group data to Spells.INI from the hardcoded array.
Moved AI uncastable combat spell research delay value to MODDING.INI
Fixed bug : When the AI decides to cast or research Chaos Surge, allied units subtract and enemy units add to the total instead of the opposite.
Fixed bug : AI research priority of Darkest Hour when the AI was behind in spell research was different from intended.
Added "Modding" subsection to the documentation, explaining the contents of each file.
AI starting race selection is now moddable in script file AIRace.CAS.
Added debug logging of selected AI starting races.
AI personality and objective selection is now moddable in script file AIPeOb.CAS.
Animate Ammo no longer affects hero units.
It is now possible to configure in Modding.INI which targets are allowed for Animate Ammo : Heroes, magical ranged attacks, fantastic units.
It is now possible to configure in Modding.INI whether casting Animate Ammo generates casting skill or not.
Fixed bug : Regeneration didn't grant a 100% overland end of turn healing rate.
The hero type ID can now be changed for units in Units.INI.
The amount of hero types can now be changed in Modding.INI. This makes it possible to add new heroes.
Added modding script for the effect of Crack's Call on the target unit and a modding flag to enable/disable wall destruction. If wall destruction is disabled, the AI will be aware of this.
However, the AI will not be aware of any changes made to the script like dealing different damage or applying other effects. AI casting decision scripts are planned to be added in future updates.
Updated the unit sprites for Horde to contain shields (thanks, Suppanut!)
Updated the unit sprites for Gladiators to contain shields (thanks, Suppanut!)
Updated the unit sprites for Minotaurs to contain shields (thanks, Suppanut!)
Updated the unit sprites for Apprentices to contain shields (thanks, Suppanut!)
Fixed bug : Raise Dead calculates halved hp before, instead of after removing unit enchantments.
Fixed bug : Ranged weapons grant Death Touch -2 instead of -3.
Updated the unit sprites for Gorgons (thanks, Suppanut!)
Updated the unit sprites for Phoenix (thanks, Suppanut!)
Updated the unit sprites for Vampire (thanks, Suppanut!)
When casting Mislead, the AI will prioritize targeting units that have a higher percentage of their hp.
AI units standing behind city walls will not use the "move randomly" tactic
when there are no invisible enemy units and they cannot attack due to all enemy units flying.
Fixed bug : When Legacy Tileset is activated, the movement destination arrow
Y positioning is inaccurate and shows where the tile would be without the setting in effect.
Determining when a rare or very rare spell can be found as treasure based on turn count and difficulty is now handled in the script file TreaSpell.CAS
Added script file for modding the effect of Mystic Surge. (amount and type of buffs/debuff generated at random)
Fixed bug : Mystic Surge had a 70% chance to not roll another enchantment instead of 70% to do roll another enchantment.
Reduced the probability of Mystic Surge casting Warp Resistance on the unit.
Updated/fixed missing or outdated information on units, retorts, spells, races, buildings in the documentation.
Units affected by Mystic Surge will now properly display the "Healing Immunity" icon.
Fixed bug : Orc Horde had 1 lower defense and resistance than intended.
Fixed bug : Minotaurs had 1 lower defense than intended.
Fixed bug : It's possible to target your own units with Dispelling Wave outside combat and it can dispel spells from them.
When clicking on the tile the stack is currently on, drowning check will not happen as no movement is actually taking place.
Fixed bug : When a diplomacy warning is escalated into breaking a Wizard's Pact, the text says an Alliance was broken.
The AI will no longer target Forest tiles with Change Terrain if the city has the Gaia's Blessing enchantment.
Fixed bug : The Drought spell did not reduce maximal population by 6.
Fixed bug : Spells that grant extra hp should cancel existing damage on the unit even if the unit cannot be healed normally, but they did not, leaving the unit with damage and extra bonus hp at the same time.
The AI will now prefer the unit with higher total military power in addition to being higher level as the target for the Discipline spell.
The Familiar (F12) advisor will now show a "Domination Rate" value.
This is the percentage of how much progress the player has made towards enabling the "Win" button to finish a game before defeating every other player.
The attack strength of damage dealing spells is no longer hardcoded and can be changed in Spells.INI
The attack spell properties (doom, illusion, fire, etc) can now be changed in Spells.INI
The save penalty of "resist or" spells is no longer hardcoded and can be changed in Spells.INI, including the bonus for the target being an undead or normal/fantastic unit.
When Spells.INI is read to generate Spells.Dat, the data will be logged into log.txt.
The list of spells invalid to be found in treasure is now moddable in Spells.INI
It is now possible to override spell rarity for treasure in Spells.INI (not recommended)
Fixed bug : When the AI does a simulation battle to determine where to move their armies, the "in combat" status of affected units is not cleared, as a consequence they can't be disbanded until the next combat happens.
When casting the Flight spell, units that already fly will only be reported as invalid targets when both their overland and combat movement speed is at least 3, as the spell also grants a minimal 3 movement speed.
Fixed bug : Units affected by the "Animated" status stop being undead once the status is dispelled even though becoming undead should be permanent.
Fixed bug : Magic Immunity protects from Poison even though it is not a magical effect.
Fixed bug : In strategic combat, when ranged and nonranged units fight together, the nonranged units are included when calculating the average ammo of the army, resulting in fewer ranged damage turns than intended.
Fixed bug : Entering the Tax Collector from the Info menu didn't reset the menu scrolling status, leading to a broken menu and/or crashes.
After starting a new game, when world generation finishes, an autosave file will be created. This allows loading the newly generated game through "Continue" even if the game wasn't manually saved and no turns were played.
Spells that have "Disabled" flag in the spell table will not be shown during custom wizard spell selection.
Custom spell selection UI now supports having a non-default amount of spells in a realm/tier.
If more than 12 spells exist in a category, scroll buttons will be shown. At most 20 spells are supported in each realm/tier combination.
Added options in Modding.INI to scale "pick" treasure based on plane size in addition to/instead of number of wizards. (parameters I and J)
Added AICustomwizard.CAS script. This can be used to override or modify what kind of AI wizards are generated.
Fixed bug : Map generation freezes when there isn't enough room on land to place all nodes and some would need to be placed on sea.
Fixed bug : Map generation freezes when there is no room to place all 3 easy starting lairs near a player's fortress.
Fixed bug : Large size maps with Island continent size generate much less overall landmass than intended.
Changed the default ratio of sea/land in modding.ini. (Reduced the amount of sea)
Raise Dead Spell icon on Phoenix will now show the remaining charges.
View on Steam
Please let us know what you think of the changes listed below, as usual your feedback is important to us.
Change History:
Added a custom scripting language. For the time being this has very limited uses, but it's a necessary first step towards more complex modding features such as adding new types of buildings or spells. In general, script files can only be run where the game is expecting one, and these calls to scripts will be added in this and future updates as necessary. See Scripts.TXT for syntax, and Modding.INI for existing script file calls in the system.
The Auto button in combat will now show a menu instead of two yes/no dialog boxes.
It is now possible to activate Auto with or without spellcasting, for one turn or the entire battle.
Fixed 1.1.0 bug : When an outpost shrinks below zero population due to curses or poor terrain, the game crashes.
Fixed 1.1.0 bug : Game crashes when the AI has a very high maximal population city that has a fast growing race on low difficulty settings.
Updated some hero information in the documentation
Fixed bug : Magician hero has 1 random ability instead of the intended 2.
Fixed bug : Warlock hero has normal level Arcane Power ability instead of the intended super.
Fixed bug : Resurrection cast by the human player crashes consistently when hero type 0 (The Dwarf) is dead.
Fixed bug : Hero hire window after casting Incarnation to revive a dead Chosen One shows negative experience.
Fixed bug : Own invisible units are not visible in the city view window shown during targeting spells.
Fixed bug : Lycanthropy was possible to cast on undead normal units
Fixed bug : Buff spells don't refresh combat movement matrix for the selected unit, so Flight movement isn't applied until a different unit is selected from the Flight spell.
Fixed bug : The AI was allowed to use Disenchant Area on warped nodes not owned by them.
Fixed bug : The AI strategy of casting more Drain Power against Spell of Mastery had no effect.
Fixed bug : When the AI tries to target the human player with Spell Blast and Drain Power, the spell fails.
Fixed bug : AI has lower chance to cast Disjunction than intended, especially in low player count games.
When spells are being cast during Auto combat, the advisor will become smarter in picking the spell to cast as overland turns elapse. You can expect the Auto feature to play the same way as the game's default AI starting from around turn 200-250 and generally play better than previous versions except at the very beginning of the game. (Random(100-Current Turn/2.5) will be added to the calculated AI priorities instead of the random(100) used in previous versions)
Added "Master" script file call. This is called at the time the game is launched and can be used to initialize global constants and variables. Variables created here are persistent and available for access in all other script files, while every variable created in other scripts disappears when the script terminates.
Added AI Starting Spell selection script. AI starting spell selection is no longer hardcoded.
Updated the manual to no longer list Wind Walking as an ability of an Archangel
Added debug mode logging of AI starting spell picks in debug mode.
Added debug mode logging of AI books and retorts at the time of starting spell selection
Added AI Spell Research decision script. This decision is no longer hardcoded.
Base AI research priority is now included in Spells.INI instead of being hardcoded. (Lowest priority spell is chosen first)
Added debug mode logging for AI research priorities (base and calculated total) for available options.
Moved AI research group data to Spells.INI from the hardcoded array.
Moved AI uncastable combat spell research delay value to MODDING.INI
Fixed bug : When the AI decides to cast or research Chaos Surge, allied units subtract and enemy units add to the total instead of the opposite.
Fixed bug : AI research priority of Darkest Hour when the AI was behind in spell research was different from intended.
Added "Modding" subsection to the documentation, explaining the contents of each file.
AI starting race selection is now moddable in script file AIRace.CAS.
Added debug logging of selected AI starting races.
AI personality and objective selection is now moddable in script file AIPeOb.CAS.
Animate Ammo no longer affects hero units.
It is now possible to configure in Modding.INI which targets are allowed for Animate Ammo : Heroes, magical ranged attacks, fantastic units.
It is now possible to configure in Modding.INI whether casting Animate Ammo generates casting skill or not.
Fixed bug : Regeneration didn't grant a 100% overland end of turn healing rate.
The hero type ID can now be changed for units in Units.INI.
The amount of hero types can now be changed in Modding.INI. This makes it possible to add new heroes.
Added modding script for the effect of Crack's Call on the target unit and a modding flag to enable/disable wall destruction. If wall destruction is disabled, the AI will be aware of this.
However, the AI will not be aware of any changes made to the script like dealing different damage or applying other effects. AI casting decision scripts are planned to be added in future updates.
Updated the unit sprites for Horde to contain shields (thanks, Suppanut!)
Updated the unit sprites for Gladiators to contain shields (thanks, Suppanut!)
Updated the unit sprites for Minotaurs to contain shields (thanks, Suppanut!)
Updated the unit sprites for Apprentices to contain shields (thanks, Suppanut!)
Fixed bug : Raise Dead calculates halved hp before, instead of after removing unit enchantments.
Fixed bug : Ranged weapons grant Death Touch -2 instead of -3.
Updated the unit sprites for Gorgons (thanks, Suppanut!)
Updated the unit sprites for Phoenix (thanks, Suppanut!)
Updated the unit sprites for Vampire (thanks, Suppanut!)
When casting Mislead, the AI will prioritize targeting units that have a higher percentage of their hp.
AI units standing behind city walls will not use the "move randomly" tactic
when there are no invisible enemy units and they cannot attack due to all enemy units flying.
Fixed bug : When Legacy Tileset is activated, the movement destination arrow
Y positioning is inaccurate and shows where the tile would be without the setting in effect.
Determining when a rare or very rare spell can be found as treasure based on turn count and difficulty is now handled in the script file TreaSpell.CAS
Added script file for modding the effect of Mystic Surge. (amount and type of buffs/debuff generated at random)
Fixed bug : Mystic Surge had a 70% chance to not roll another enchantment instead of 70% to do roll another enchantment.
Reduced the probability of Mystic Surge casting Warp Resistance on the unit.
Updated/fixed missing or outdated information on units, retorts, spells, races, buildings in the documentation.
Units affected by Mystic Surge will now properly display the "Healing Immunity" icon.
Fixed bug : Orc Horde had 1 lower defense and resistance than intended.
Fixed bug : Minotaurs had 1 lower defense than intended.
Fixed bug : It's possible to target your own units with Dispelling Wave outside combat and it can dispel spells from them.
When clicking on the tile the stack is currently on, drowning check will not happen as no movement is actually taking place.
Fixed bug : When a diplomacy warning is escalated into breaking a Wizard's Pact, the text says an Alliance was broken.
The AI will no longer target Forest tiles with Change Terrain if the city has the Gaia's Blessing enchantment.
Fixed bug : The Drought spell did not reduce maximal population by 6.
Fixed bug : Spells that grant extra hp should cancel existing damage on the unit even if the unit cannot be healed normally, but they did not, leaving the unit with damage and extra bonus hp at the same time.
The AI will now prefer the unit with higher total military power in addition to being higher level as the target for the Discipline spell.
The Familiar (F12) advisor will now show a "Domination Rate" value.
This is the percentage of how much progress the player has made towards enabling the "Win" button to finish a game before defeating every other player.
The attack strength of damage dealing spells is no longer hardcoded and can be changed in Spells.INI
The attack spell properties (doom, illusion, fire, etc) can now be changed in Spells.INI
The save penalty of "resist or" spells is no longer hardcoded and can be changed in Spells.INI, including the bonus for the target being an undead or normal/fantastic unit.
When Spells.INI is read to generate Spells.Dat, the data will be logged into log.txt.
The list of spells invalid to be found in treasure is now moddable in Spells.INI
It is now possible to override spell rarity for treasure in Spells.INI (not recommended)
Fixed bug : When the AI does a simulation battle to determine where to move their armies, the "in combat" status of affected units is not cleared, as a consequence they can't be disbanded until the next combat happens.
When casting the Flight spell, units that already fly will only be reported as invalid targets when both their overland and combat movement speed is at least 3, as the spell also grants a minimal 3 movement speed.
Fixed bug : Units affected by the "Animated" status stop being undead once the status is dispelled even though becoming undead should be permanent.
Fixed bug : Magic Immunity protects from Poison even though it is not a magical effect.
Fixed bug : In strategic combat, when ranged and nonranged units fight together, the nonranged units are included when calculating the average ammo of the army, resulting in fewer ranged damage turns than intended.
Fixed bug : Entering the Tax Collector from the Info menu didn't reset the menu scrolling status, leading to a broken menu and/or crashes.
After starting a new game, when world generation finishes, an autosave file will be created. This allows loading the newly generated game through "Continue" even if the game wasn't manually saved and no turns were played.
Spells that have "Disabled" flag in the spell table will not be shown during custom wizard spell selection.
Custom spell selection UI now supports having a non-default amount of spells in a realm/tier.
If more than 12 spells exist in a category, scroll buttons will be shown. At most 20 spells are supported in each realm/tier combination.
Added options in Modding.INI to scale "pick" treasure based on plane size in addition to/instead of number of wizards. (parameters I and J)
Added AICustomwizard.CAS script. This can be used to override or modify what kind of AI wizards are generated.
Fixed bug : Map generation freezes when there isn't enough room on land to place all nodes and some would need to be placed on sea.
Fixed bug : Map generation freezes when there is no room to place all 3 easy starting lairs near a player's fortress.
Fixed bug : Large size maps with Island continent size generate much less overall landmass than intended.
Changed the default ratio of sea/land in modding.ini. (Reduced the amount of sea)
Raise Dead Spell icon on Phoenix will now show the remaining charges.
We're releasing a new update for Master of Magic Classic!
One key feature of this update is the new Tile Mode setting. This setting will allow you to use the original tiles from Master of Magic. The tileset images are located in the data/tiles folder. We would like to thank to Drake178 for making this feature possible by providing the extracted original tile data as well as the code required to allow them to be displayed correctly.
This update also brings with it a lot of added modded support that you can find listed below in the changelog!
As always, your feedback is important to us so we can keep improving the game so please let us know!
v1.01.01
• Fixed bug : Immolation ability wasn't read from units.ini, causing Doom Bats to not have the ability.
• Fixed bug : There was no check for the 6 hero limit on hero summoning/resurrection spell resolution, only when the spell is started. This can result in players having more than 6 heroes, if they hire one while the spell is being cast, leading to crashes.
• Fixed bug : Animate Dead doesn't remove unit curses from the raised unit.
• Fixed bug : Leave Me Alone option prevents AI from building at less than 6 distance instead of less or equal to 6.
• Added new Modding.INI option : Node tiles are ignored by Wizard's Pacts
• Fixed bug : When fleeing/retreating, Regeneration and Supreme Light doesn't restore the health of living units.
• Fixed bug : On extremely small planes (Y height 10 or less), the Plane button causes the game to crash.
• Clarified ingame help to mention Logistics can be Super.
• Sandbox Mode and Against the World score modifiers are now mutually exclusive.
• Fixed bug : Against the World option sets the player to be at war with himself and AIs to be allied with themselves. (This has no effect on gameplay)
• Updated manual and ingame help to show correct food production for Granary, Farmer's Market and Forester's Guild instead of the amount used in the DOS version.
• Fixed bug : The human player can't see or target their own Stealth units in the overland unit view list.
• Updated Prosperity ingame help text.
• Fixed bug : Miner's Guild and Dwarven Ore Gold Bonus were not included in the base gold amount used for global gold bonus percentage effects.
• Fixed bug : It's possible to click Done,Wait,Spell,Flee during Auto combat and doing so can cause the game to crash.
• Fixed bug : Volcanoes removed by Gaia's Blessing, Roots of Genesis, natural revertion or Change Terrain still produce power.
• Legacy Mountains is no longer a setting, it is instead available as "AlternateMountains" in Modding.INI
• New setting : Legacy Tileset. This will use the original tiles from Master of Magic. The used tileset images are located in the data/tiles folder.
• (Many thanks to Drake178 for making this feature possible by providing the extracted original tile data as well as the code required to sort them to a displayable order!)
• Fixed bug : When monsters destroy a city, it sometimes isn't destroyed when it has more than 31000 population.
• Fixed bug : Regeneration, Herb Mastery and Bloodsucker had no effect on units that can't heal naturally even though they should have.
• Fixed bug : Exaltation cast on units that cannot be healed adds the wrong amount of bonus health
• Fixed bug : Exaltation cast on units that cannot be healed might prevent regeneration as though the unit took irrecoverable damage.
• Fixed bug : Requeue All setting had no effect
• Fixed bug : You cannot raze a city that used to be your fortress while being banished.
• Population growth will no longer apply while a city is being razed
• Fixed bug : Purifying a tile near a city can cause units to disband due to lack of food.
• Fixed bug : Consecration purified each tile at a 20% chance per turn instead of 100%.
• Fixed bug : "number of combat attacks done this turn" variable is only reset between turns but not when entering/leaving combat on units. This can cause the Haste spell to grant an incorrect amount of movement for the first turn.
• When a unit immobilized by a curse (Web, Stasis, etc) receives a movement boosting buff, it will no longer gain extra movement and stays immobile for the rest of the turn.
• When the production list in cities would show more than 18 items (due to modding, or in very rare cases, in orc cities), scroll buttons will appear instead of crashing.
• It is now possible to cancel Animate Dead and Raise Dead while in the menu.
• Fixed bug : In dispel report messages, the old way of handling large number of spells was not removed, resulting in messages such as "7 spells and 3 more have been dispelled" instead of "7 spells have been dispelled"
• Fixed bug : Dispel/Counter report window is shown under monthly report instead of above
• Fixed bug : AI targets the same city with Cloud of Shadows more than once
• Fixed bug : New minerals event can generate ores on top of Nodes.
• Default spell for Magicians or other normal units is now changeable in Modding.INI
• Number of spells and starting picks allowed per book is now moddable in Spells.INI
• Default spell picks are now moddable in Spells.INI. (These are the spells already selected when entering the spell pick screen or what you get when picking a default wizard. These settings don't affect the AI. AI starting spell modding will be added in a future update.)
• Fixed bug : Disrupt and Crack's Call doesn't refresh combat movement matrix for the selected unit, so the destroyed wall tile remains impassable until another unit is selected.
• Fixed bug : Own invisible units are not visible in the outpost window
• Fixed bug : AI Dispel Magic priority calculation result has no effect
View on Steam
One key feature of this update is the new Tile Mode setting. This setting will allow you to use the original tiles from Master of Magic. The tileset images are located in the data/tiles folder. We would like to thank to Drake178 for making this feature possible by providing the extracted original tile data as well as the code required to allow them to be displayed correctly.
This update also brings with it a lot of added modded support that you can find listed below in the changelog!
As always, your feedback is important to us so we can keep improving the game so please let us know!
v1.01.01
• Fixed bug : Immolation ability wasn't read from units.ini, causing Doom Bats to not have the ability.
• Fixed bug : There was no check for the 6 hero limit on hero summoning/resurrection spell resolution, only when the spell is started. This can result in players having more than 6 heroes, if they hire one while the spell is being cast, leading to crashes.
• Fixed bug : Animate Dead doesn't remove unit curses from the raised unit.
• Fixed bug : Leave Me Alone option prevents AI from building at less than 6 distance instead of less or equal to 6.
• Added new Modding.INI option : Node tiles are ignored by Wizard's Pacts
• Fixed bug : When fleeing/retreating, Regeneration and Supreme Light doesn't restore the health of living units.
• Fixed bug : On extremely small planes (Y height 10 or less), the Plane button causes the game to crash.
• Clarified ingame help to mention Logistics can be Super.
• Sandbox Mode and Against the World score modifiers are now mutually exclusive.
• Fixed bug : Against the World option sets the player to be at war with himself and AIs to be allied with themselves. (This has no effect on gameplay)
• Updated manual and ingame help to show correct food production for Granary, Farmer's Market and Forester's Guild instead of the amount used in the DOS version.
• Fixed bug : The human player can't see or target their own Stealth units in the overland unit view list.
• Updated Prosperity ingame help text.
• Fixed bug : Miner's Guild and Dwarven Ore Gold Bonus were not included in the base gold amount used for global gold bonus percentage effects.
• Fixed bug : It's possible to click Done,Wait,Spell,Flee during Auto combat and doing so can cause the game to crash.
• Fixed bug : Volcanoes removed by Gaia's Blessing, Roots of Genesis, natural revertion or Change Terrain still produce power.
• Legacy Mountains is no longer a setting, it is instead available as "AlternateMountains" in Modding.INI
• New setting : Legacy Tileset. This will use the original tiles from Master of Magic. The used tileset images are located in the data/tiles folder.
• (Many thanks to Drake178 for making this feature possible by providing the extracted original tile data as well as the code required to sort them to a displayable order!)
• Fixed bug : When monsters destroy a city, it sometimes isn't destroyed when it has more than 31000 population.
• Fixed bug : Regeneration, Herb Mastery and Bloodsucker had no effect on units that can't heal naturally even though they should have.
• Fixed bug : Exaltation cast on units that cannot be healed adds the wrong amount of bonus health
• Fixed bug : Exaltation cast on units that cannot be healed might prevent regeneration as though the unit took irrecoverable damage.
• Fixed bug : Requeue All setting had no effect
• Fixed bug : You cannot raze a city that used to be your fortress while being banished.
• Population growth will no longer apply while a city is being razed
• Fixed bug : Purifying a tile near a city can cause units to disband due to lack of food.
• Fixed bug : Consecration purified each tile at a 20% chance per turn instead of 100%.
• Fixed bug : "number of combat attacks done this turn" variable is only reset between turns but not when entering/leaving combat on units. This can cause the Haste spell to grant an incorrect amount of movement for the first turn.
• When a unit immobilized by a curse (Web, Stasis, etc) receives a movement boosting buff, it will no longer gain extra movement and stays immobile for the rest of the turn.
• When the production list in cities would show more than 18 items (due to modding, or in very rare cases, in orc cities), scroll buttons will appear instead of crashing.
• It is now possible to cancel Animate Dead and Raise Dead while in the menu.
• Fixed bug : In dispel report messages, the old way of handling large number of spells was not removed, resulting in messages such as "7 spells and 3 more have been dispelled" instead of "7 spells have been dispelled"
• Fixed bug : Dispel/Counter report window is shown under monthly report instead of above
• Fixed bug : AI targets the same city with Cloud of Shadows more than once
• Fixed bug : New minerals event can generate ores on top of Nodes.
• Default spell for Magicians or other normal units is now changeable in Modding.INI
• Number of spells and starting picks allowed per book is now moddable in Spells.INI
• Default spell picks are now moddable in Spells.INI. (These are the spells already selected when entering the spell pick screen or what you get when picking a default wizard. These settings don't affect the AI. AI starting spell modding will be added in a future update.)
• Fixed bug : Disrupt and Crack's Call doesn't refresh combat movement matrix for the selected unit, so the destroyed wall tile remains impassable until another unit is selected.
• Fixed bug : Own invisible units are not visible in the outpost window
• Fixed bug : AI Dispel Magic priority calculation result has no effect
We're releasing a new update for Caster of Magic for Windows!
This update brings with it a lot of added modded support that you can find listed below in the changelog!
As always, your feedback is important to us so we can keep improving the game so please let us know!
-Fixed ingame help for constitution text containing "defense" instead of "health"
-Fixed bug : Losing Smithy in an outpost triggers a building destruction report, allowing players to access the production queue of the outpost.
-AI Combat attack priority bonus for enemy spirit on node tile is now a "*2" applied last instead of a "+100%" applied first.
-Fixed bug : When Earth Gate movement fails due to no room at the destination, the movement order is not cancelled.
-Nodes warped by Warp Node will display "Warped Node" in the surveyor.
-Added MODDING.INI options : Amount of starting, weak and strong lairs to generate
-Added MODDING.INI options : Treasure amounts and budget costs
-Added MODDING.INI options : Neutral city amount
-Total amount of various treasure types to be generated is now logged in debug mode.
-Fixed bug : fleeing as a defender next to a lake can cause fleeing onto the lake and drowning.
-Fixed bug : Stealth items require 5 Death books instead of 3.
-The "Auto" function in combat will no longer target enemies immune to a spell regardless of the Targeting Aid setting.
-Fixed bug : Militarist war declaration text from Maniacal wizards is sometimes empty
-Fixed bug : It was possible in 4 or fewer player count games for the AI to get targeted by elimination wars and retire/get removed early when that wasn't intended.
-Base RP cost of Spell of Mastery is now read from the spell table (spells.ini/dat) instead of being hardcoded, this applies at the beginning of the game.
-Ore percentages are now read from the external ORE.INI file instead of the hardcoded ore table.
-Chaos Channels no longer adds Fire Breath on ranged units, similar to the DOS version. However, it can still add Fire Breath to units that have Thrown, Gaze or Lightning Breath.
This change can be disabled in MODDING.INI, which enables Chaos Channels to roll Fire Breath on ranged units again.
-When a Monster Invasion event generates no monsters due to small map size, unlucky rolls, or all valid tiles being blocked by units, the event notification will not appear. If the amount successfully generated is fewer than 3 stacks of units, the word "many" will be replaced by "a few" in the event text.
-The AI will always prioritize targeting Drain Power at a wizard casting the Spell of Mastery higher than anyone else.
-When the AI could target a player who is casting Spell of Mastery with Drain Power, there is an additional, high chance to cast Drain Power, regardless of curse priorities.
-Volcano new ore generation probabilities are now read from ORE.INI
-Volcano revertion chance and terrain type is now read from ORE.INI
-Added MODDING.INI options : Wizard elimination feature
-When there are more than 10 Score Modifiers active, the scoring screen will not display them all, instead, a single line "Score Modifiers" will be displayed with the cumulative modifier.
-Knowing Spell of Mastery now makes all of the wizard's spells uncounterable, including overland spells and Spell of Mastery itself.
-Added MODDING.INI option to restore original Spell of Mastery behavior
-Adjusted AI to recognize the new Spell Blast/Spell of Mastery rules, depending on the modding.ini setting.
-Added MODDING.INI option : Total number of picks avalable for wizards
-Added MODDING.INI option : Maximal retorts allowed at the beginning of the game
-Added MODDING.INI option : Maximal total retorts allowed
-Added MODDING.INI option : Change the behavior of toggle buttons on the Production screen to display what becomes active after the button is pressed instead of what is active currently.
-Added right clickable help to the INFO menu describing each advisor.
-Added MODDING.INI options : Raider spawn frequency, Rampaging monster spawn frequency, Rampaging monster stack strength
-Hero data is now external in HeroData.INI.
-Building data is now external in Buildings.INI.
-Fixed bug : Melee attacks don't apply the suppression effect even though they should
-Adding the line "Disabled=True" to any spell in Spells.INI will have the same effect as "Everything Nice" has on curses. (Reminder : You have to delete the spells.dat file to force the game to recompile it!)
-Fixed bug : Diplomacy message after SoM War Declaration is sometimes empty
-Fixed bug : Stealth units are right-clickable in the UI even though they are not visible
-Added Guaranteed Early Rare Spell feature for wizards who have chosen 10 books in a single realm. Two rare spells can be selected. These two spells are guaranteed to appear for research before any other Rare spell the wizard has on their research list the same way as Create Artifact does for Artificer wizards. When Artificer was also chosen, Create Artifact appears first, then the two selected rare spells.
-Added AI code to pick guaranteed early rares for 10 book AI wizards.
-The AI will only delay researching Divine Order if they have 3 Chaos or Death books instead of 2.
-Rangers no longer require a Forester's Guild to build.
-Cities can now have up to 48000 population.
-Added MODDING.INI option : city maximal population cap.
-Fixed bug : After a Marriage event, map visibility is not recalculated.
-Fixed bug : Units that cannot be healed are affected by the Healing and Heroic Heart spell anyway
-Change Terrain now costs 28 MP
-Adjusted the effect of Abundance. New effect is :
Increases the base maximal population of the enchanted city to 18 but by a minimum of 4 and a maximum of 9.
-Gaia's Blessing now removes Corruption faster. (20->25%)
-Gaia's Blessing now converts Volcano to Forest and removes it faster (10->25%)
-Gaia's Blessing now converts Swamp to Forest. (10%)
-Altar of Peace now costs 100 MP instead of 120 MP
-Sanctify now costs 50 MP instead of 70 MP
-Volcano terrain now counts as a Mountain (+7% production) for the owner's cities only.
(Volcanoes that appear naturally on Volcano terrain have no owner)
-The AI will use Raise Volcano to convert their own Desert and Swamp tiles in addition to their Tundras.
-Adjusted AI Change Terrain targeting to recognize the maximal population value set in modding.ini
-Adjusted AI Abundance targeting to match the new spell effect
-Inspirations RP cost is now 3200, casting cost is 150.
-Mass Healing RP cost is now 4000
-Holy Word RP cost is now 4800
-Prosperity casting cost is now 120, Gold Bonus is now 77%.
-Race data is now external in Races.INI
-Stream of Life and Nature's Cures can now heal units to full health even if they suffered excess damage over their maximal hit points due to losing a maximal hp boosting effect.
-Fixed bug : Magic Power settings had 1 level higher effect than intended (+0.25 power/tile more)
-Fixed bug : Your own nodes warped by your own Warp Node spell don't generate half the power twice, only once.
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This update brings with it a lot of added modded support that you can find listed below in the changelog!
As always, your feedback is important to us so we can keep improving the game so please let us know!
-Fixed ingame help for constitution text containing "defense" instead of "health"
-Fixed bug : Losing Smithy in an outpost triggers a building destruction report, allowing players to access the production queue of the outpost.
-AI Combat attack priority bonus for enemy spirit on node tile is now a "*2" applied last instead of a "+100%" applied first.
-Fixed bug : When Earth Gate movement fails due to no room at the destination, the movement order is not cancelled.
-Nodes warped by Warp Node will display "Warped Node" in the surveyor.
-Added MODDING.INI options : Amount of starting, weak and strong lairs to generate
-Added MODDING.INI options : Treasure amounts and budget costs
-Added MODDING.INI options : Neutral city amount
-Total amount of various treasure types to be generated is now logged in debug mode.
-Fixed bug : fleeing as a defender next to a lake can cause fleeing onto the lake and drowning.
-Fixed bug : Stealth items require 5 Death books instead of 3.
-The "Auto" function in combat will no longer target enemies immune to a spell regardless of the Targeting Aid setting.
-Fixed bug : Militarist war declaration text from Maniacal wizards is sometimes empty
-Fixed bug : It was possible in 4 or fewer player count games for the AI to get targeted by elimination wars and retire/get removed early when that wasn't intended.
-Base RP cost of Spell of Mastery is now read from the spell table (spells.ini/dat) instead of being hardcoded, this applies at the beginning of the game.
-Ore percentages are now read from the external ORE.INI file instead of the hardcoded ore table.
-Chaos Channels no longer adds Fire Breath on ranged units, similar to the DOS version. However, it can still add Fire Breath to units that have Thrown, Gaze or Lightning Breath.
This change can be disabled in MODDING.INI, which enables Chaos Channels to roll Fire Breath on ranged units again.
-When a Monster Invasion event generates no monsters due to small map size, unlucky rolls, or all valid tiles being blocked by units, the event notification will not appear. If the amount successfully generated is fewer than 3 stacks of units, the word "many" will be replaced by "a few" in the event text.
-The AI will always prioritize targeting Drain Power at a wizard casting the Spell of Mastery higher than anyone else.
-When the AI could target a player who is casting Spell of Mastery with Drain Power, there is an additional, high chance to cast Drain Power, regardless of curse priorities.
-Volcano new ore generation probabilities are now read from ORE.INI
-Volcano revertion chance and terrain type is now read from ORE.INI
-Added MODDING.INI options : Wizard elimination feature
-When there are more than 10 Score Modifiers active, the scoring screen will not display them all, instead, a single line "Score Modifiers" will be displayed with the cumulative modifier.
-Knowing Spell of Mastery now makes all of the wizard's spells uncounterable, including overland spells and Spell of Mastery itself.
-Added MODDING.INI option to restore original Spell of Mastery behavior
-Adjusted AI to recognize the new Spell Blast/Spell of Mastery rules, depending on the modding.ini setting.
-Added MODDING.INI option : Total number of picks avalable for wizards
-Added MODDING.INI option : Maximal retorts allowed at the beginning of the game
-Added MODDING.INI option : Maximal total retorts allowed
-Added MODDING.INI option : Change the behavior of toggle buttons on the Production screen to display what becomes active after the button is pressed instead of what is active currently.
-Added right clickable help to the INFO menu describing each advisor.
-Added MODDING.INI options : Raider spawn frequency, Rampaging monster spawn frequency, Rampaging monster stack strength
-Hero data is now external in HeroData.INI.
-Building data is now external in Buildings.INI.
-Fixed bug : Melee attacks don't apply the suppression effect even though they should
-Adding the line "Disabled=True" to any spell in Spells.INI will have the same effect as "Everything Nice" has on curses. (Reminder : You have to delete the spells.dat file to force the game to recompile it!)
-Fixed bug : Diplomacy message after SoM War Declaration is sometimes empty
-Fixed bug : Stealth units are right-clickable in the UI even though they are not visible
-Added Guaranteed Early Rare Spell feature for wizards who have chosen 10 books in a single realm. Two rare spells can be selected. These two spells are guaranteed to appear for research before any other Rare spell the wizard has on their research list the same way as Create Artifact does for Artificer wizards. When Artificer was also chosen, Create Artifact appears first, then the two selected rare spells.
-Added AI code to pick guaranteed early rares for 10 book AI wizards.
-The AI will only delay researching Divine Order if they have 3 Chaos or Death books instead of 2.
-Rangers no longer require a Forester's Guild to build.
-Cities can now have up to 48000 population.
-Added MODDING.INI option : city maximal population cap.
-Fixed bug : After a Marriage event, map visibility is not recalculated.
-Fixed bug : Units that cannot be healed are affected by the Healing and Heroic Heart spell anyway
-Change Terrain now costs 28 MP
-Adjusted the effect of Abundance. New effect is :
Increases the base maximal population of the enchanted city to 18 but by a minimum of 4 and a maximum of 9.
-Gaia's Blessing now removes Corruption faster. (20->25%)
-Gaia's Blessing now converts Volcano to Forest and removes it faster (10->25%)
-Gaia's Blessing now converts Swamp to Forest. (10%)
-Altar of Peace now costs 100 MP instead of 120 MP
-Sanctify now costs 50 MP instead of 70 MP
-Volcano terrain now counts as a Mountain (+7% production) for the owner's cities only.
(Volcanoes that appear naturally on Volcano terrain have no owner)
-The AI will use Raise Volcano to convert their own Desert and Swamp tiles in addition to their Tundras.
-Adjusted AI Change Terrain targeting to recognize the maximal population value set in modding.ini
-Adjusted AI Abundance targeting to match the new spell effect
-Inspirations RP cost is now 3200, casting cost is 150.
-Mass Healing RP cost is now 4000
-Holy Word RP cost is now 4800
-Prosperity casting cost is now 120, Gold Bonus is now 77%.
-Race data is now external in Races.INI
-Stream of Life and Nature's Cures can now heal units to full health even if they suffered excess damage over their maximal hit points due to losing a maximal hp boosting effect.
-Fixed bug : Magic Power settings had 1 level higher effect than intended (+0.25 power/tile more)
-Fixed bug : Your own nodes warped by your own Warp Node spell don't generate half the power twice, only once.
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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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.
We are releasing a new update for Caster of Magic for Windows today.
You can find the full changelog down below. Please let us know what you think of those changes.
Changelog:
-Fixed bug : Consecration converts deserts and volcanoes
-Fixed bug : When AI players are failing to summon a hero, the failure message is shown as if the player used the spell
-Fixed bug : In Automatic Combat mode, Caster ability has no effect on units that don't have ammo such as Demons or Archangels.
-Fixed bug : When the AI has the exact amount of mana needed to cast a slider spell,
"Slider calculation error" is displayed due to rounding inaccuracy.
Actual gameplay is not affected as invalid slider values default to zero.
-Fixed bug : Researching Spell of Mastery only prevents being countered by Spell Ward, it doesn't affect Counter Magic or Node Aura.
-Fixed bug : It is possible to dispel your own Spell Lock with Dispel Magic in combat
-Fixed bug : Raise Dead and Animate Dead spells don't set "undead damage" on the unit to zero. This is supected to be the cause of units being raised with zero figures remaining.
-Fixed bug : There is overlap between the wizard gem and treaty status clickareas on the wizards screen
-Fixed bug : AI can cast Transmute on tiles that have no ores.
-Added debug mode logging of AI Transmute target selection.
-Fixed bug : Monster Invasion event can spawn monsters on the poles.
-Fixed bug : Monster Invasion event can spawn monsters around neutral towns.
-Added debug logging on measured city distances during monster invasion event.
-Fixed bug : Spell Binding and Resurrection cast by the human player still causes crashes.
-Fixed alchemy background : "Power" should be "Mana"
-Healing Aura will no longer play sound and animation if there is nothing to heal
-Added support for placing black bars around the game in fullscreen mode.
The desired game size and position within the black area can be set up in WINDOW.INI
-Fixed bug : Necromancy can raise enemy units you controlled at the time they died (for example by Possession). Now you have to own and control the dead unit at the time it died to raise it, as intended.
-Fixed bug : Lakes in the surveyor don't display "Cities cannot be built on Water".
-Added new Modding.INI options : Tower monster budgets.
-Added new Modding.INI options : Node monster budgets.
-Added new Modding.INI options : Weak and Strong Lair monster budgets.
(More Modding.INI features are planned for future updates.)
-Fixed bug : Automatic Combat can mark retreating living units as "raise to undead" on the loser's side if the winner has Death magic or Life Steal/Create Undead ability. Later those units will be raised as undead when they die in a battle, even if they suffered no undead creation damage in that combat.
-When displaying centered text, if it would extend beyond the edge of the screen, it'll be pushed left/right as necessary. This should prevent crashes caused by long city names with an unusually high number of wide characters in them.
-Fixed bug : Confusion rolls its effect at the start of the current controller's turn instead of the original owner's, effectively allowing the unit to move twice if they change controllers.
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You can find the full changelog down below. Please let us know what you think of those changes.
Changelog:
-Fixed bug : Consecration converts deserts and volcanoes
-Fixed bug : When AI players are failing to summon a hero, the failure message is shown as if the player used the spell
-Fixed bug : In Automatic Combat mode, Caster ability has no effect on units that don't have ammo such as Demons or Archangels.
-Fixed bug : When the AI has the exact amount of mana needed to cast a slider spell,
"Slider calculation error" is displayed due to rounding inaccuracy.
Actual gameplay is not affected as invalid slider values default to zero.
-Fixed bug : Researching Spell of Mastery only prevents being countered by Spell Ward, it doesn't affect Counter Magic or Node Aura.
-Fixed bug : It is possible to dispel your own Spell Lock with Dispel Magic in combat
-Fixed bug : Raise Dead and Animate Dead spells don't set "undead damage" on the unit to zero. This is supected to be the cause of units being raised with zero figures remaining.
-Fixed bug : There is overlap between the wizard gem and treaty status clickareas on the wizards screen
-Fixed bug : AI can cast Transmute on tiles that have no ores.
-Added debug mode logging of AI Transmute target selection.
-Fixed bug : Monster Invasion event can spawn monsters on the poles.
-Fixed bug : Monster Invasion event can spawn monsters around neutral towns.
-Added debug logging on measured city distances during monster invasion event.
-Fixed bug : Spell Binding and Resurrection cast by the human player still causes crashes.
-Fixed alchemy background : "Power" should be "Mana"
-Healing Aura will no longer play sound and animation if there is nothing to heal
-Added support for placing black bars around the game in fullscreen mode.
The desired game size and position within the black area can be set up in WINDOW.INI
-Fixed bug : Necromancy can raise enemy units you controlled at the time they died (for example by Possession). Now you have to own and control the dead unit at the time it died to raise it, as intended.
-Fixed bug : Lakes in the surveyor don't display "Cities cannot be built on Water".
-Added new Modding.INI options : Tower monster budgets.
-Added new Modding.INI options : Node monster budgets.
-Added new Modding.INI options : Weak and Strong Lair monster budgets.
(More Modding.INI features are planned for future updates.)
-Fixed bug : Automatic Combat can mark retreating living units as "raise to undead" on the loser's side if the winner has Death magic or Life Steal/Create Undead ability. Later those units will be raised as undead when they die in a battle, even if they suffered no undead creation damage in that combat.
-When displaying centered text, if it would extend beyond the edge of the screen, it'll be pushed left/right as necessary. This should prevent crashes caused by long city names with an unusually high number of wide characters in them.
-Fixed bug : Confusion rolls its effect at the start of the current controller's turn instead of the original owner's, effectively allowing the unit to move twice if they change controllers.
We're releasing new updates for both Caster of Magic & Caster of Magic for Windows.
You can find the changelogs down below.
Caster of Magic v6.08 changelog:
Fixed 6.06 bug : Game freezes when the AI tries to set production in a city and all of the following are true:
- AI wants to build housing in the city because it's low population in a good enough spot, difficulty is lower than Expert, the AI has 180 gold available and the city has a Marketplace but isn't Gnoll nor Dwarven.
Added an overhaul to the map object generation process provided by Drake178, see below :
- Map generator no longer has a a low chance to freeze on Tiny landmass
- Minimal distance between towers was increased to 5
- Map generation time for Tiny landmass greatly reduced
- Probability of Towers or Nodes being placed on ocean islands is drastically reduced.
- Average distance between startig capitals and terrain quality is slightly increased.
- Towers will never be in a node aura.
- Nodes, Towers, and islands created by them can no longer merge into the polar caps.
Added an overhaul to the treasure generator. This should fix the low chance of freezing on smaller maps. (by Drake178)
Fixed two minor bugs in Ore generation.
Caster of Magic for Windows v1.00.04 changelog:
Fixed bug : Production view cannot display 18 buildings, causing the game to crash
(possible only in coastal cities of races with no or very minimal building restrictions)
Fixed bug : Apocalypse can apply Chaos Channels to fantastic units
Fixed bug : Global enchantment scrollbars are not reset when re-entering the wizards screen
Fixed bug : It's possible to activate the relations window when clicking the ok button on the wizards screen
Added "Modding.ini file". Currently, there is one option, the maximal number of different unit types. When adding new units, you have to also add the necessary unit data and images. This feature is untested, use at your own risk. Bug reports are welcome.
Fixed bug : When the player requests a treaty from an AI, and the AI wants to mention a previous spell or attack as the reason of refusal, the game crashes.
Fixed bug : The human player's engineers can enter tiles disregarding the 9 unit limit, causing the game to crash next time that stack is selected
Fixed manual : Engineers are incorrectly listed as available for Lizardmen
Fixed bug : Excess research is not carried over to the next spell
Fixed bug : Sharee's and Raven's diplomacy music were swapped with each other
The "Win" button is now functional starting from turn 50 instead of 100.
Monument now produres 180 SP instead of 150 SP
Linking Tower now produces 1200 SP instead of 1500 SP.
Supreme Light effect is now applied last, after Resistance To All, Holy Bonus, and Prayermaster
Fixed bug : Resurrection does not play a sound effect
Fixed bug : Chaos Channel flight doesn't grant minimal speed of 2
Clarified help text for Darkness : it affects all attack strengths, not limited to melee.
Fixed bug : When the only remaining uncleared lairs in the game are towers, and a tower that isn't the last one in the array is cleared, the connection between the two halves of the last tower breaks, causing the game to crash later when that tower is cleared.
When a tower with broken tower link due to the previous bug is opened, the game will no longer crash.
Fixed bug : Animate Dead can be cast on already undead units by the human player
Fixed bug : "Invalid Target" cursor can appear during combat spell menus (Animate Dead, Raise Dead)
Fixed bug : Viewing the Hall of Fame screen sets the RNG seed to a fixed value, causing the "random" option in New Game to malfunction and generate the same result on race selection every time.
Easy and Normal difficulty no longer forces all AI players to start on Arcanus. Instead, normal rules for wizard distribution apply.
Myrran wizards are generated by removing one spellbook from the default AI wizards to add the retort, in this order of preference : Chaos, Sorcery, Death, Nature, Life.
(This applies to Easy and Normal difficulty only, otherwise the AI uses custom wizards.)
Added Score Modifier : "I Am The Boss". Start alone on your plane, all other players start on the other plane. Towers have weaker garrison and the AI prioritizes breaking them earlier the same way they do on the Race to the Unknown setting.
Fixed bug : Minerals event can spawn a new ore on a tower.
Fixed bug : Towers can be targeted by the Raise Volcano spell.
Changed the plane size calculation when "Race to the Unknown" is enabled. The two planes are now the same size even if the players start on Myrror, instead of Arcanus being larger in that case. This also applies to the new "I am the Boss" mode.
Fixed bug : Cancelling a global or local enchantment does not reset the state of the scroll arrows.
Fixed bug : Casting a Disjuntion does not reset the state of the scroll arrows.
Fixed bug : Stasis overland and combat icon descriptions were swapped
Fixed bug : Attempts to dispel Stasis or Warp Creature cause the game to crash
Fixed bug : Spell Binding remembers the result of the last targeting instead of allowing the player to target a different spell
Changed display priority of movement types : Flying will now be shown instead of Sailing if both are available.
The Familiar advisor (F12) now shows the name of the settings in addition to the selected value.
Fixed bug : Vials didn't initialize item variables when created, causing them to sometimes have item power auras.
Fixed several diplomacy texts that referred to a third wizard as "he" instead of the genderless "they", as their gender is unknown by the system.
If you come across any additional such texts, let me know.
Fixed bug : Sharee's summoning image has a row of green pixels at the top
Fixed manual incorrectly listing 1 guaranteed very rare at 6 spellbooks.
Fixed bug : Game crashes if the player's fortress was at y=4 or lower on the map when centring on the fortress (space key or loading from a save)
Fixed bug : "Fair" Mineral and Climate setting was named "Normal" instead.
When playing with the "Race to Unknown" scoring option, the plane with no wizards will get extra "pick" and "vial" treasure.
Updated manual to correct the amount of picks generated and added the above modifier to it.
Fixed bug : Entangle affects Non-Corporeal units
Fixed bug : Warp Reality reduces the hit chance of Chaos units instead of Non-Chaos units
Fixed bug : Players can cast Stasis and Mind Storm on their own units
Fixed bug : Eternal Night does not grant Darkness effect unless Darkness was already cast manually.
Added warning to the "Cached Terrain" option explaining that it's a last resort option to speed up rendering that shouldn't normally be used.
Fixed bug : Cities with exactly 1000 population don't build.
Added support for more than one page of Scoring Options
Added new scoring option : Continental Lord.
The human player will always start the game on the largest continent but receives 85% score.
Added new scoring option : Tree Mastery.
All players start the game with Tree of Knowledge already cast and researched.
The AI has a greatly increased priority to build military buildings in their fortress city.
Added new scoring option : Undeveloped Start.
All players start with a fortress city that has 1000 less population, halved fortress power and casting skill.
Players don't get starting settlers.
Fixed bug : After casting Earth to Mud, the move costs for the already selected unit are not recalculated.
Fixed bug : Dwarf bonus does not apply to Coal and Iron
The AI will not consider using Focus Magic as a combo enabler on Normal and Easy difficulty
When "No Overlap" is enabled, the overexpansion warning formula will calculate as if the map size setting was 1 lower to compensate for having less city space available.
Adjusted AI resource multipliers for Normal difficulty.
Production : 90->85
Research : 100->90
Overland spell cost : 80->90
Upkeep costs : 70->80
Added Scoring Option : Everything Nice.
City and Land destruction spells are banned.
Changed default starting spells in Chaos.
Corruption -> Wall of Fire
Call the Void -> Great Drake
Fixed incorrect mana cost in help text of Apocalypse
Fixed bug : When Animate Dead is cast on an enemy unit, you don't get ownership of the unit
Added sorting for Scoring Options. Options recommended for beginners appear at the top of the list.
Reduced maximal number of characters in city names : 14->12, as a crash was reported when using the maximal amount of characters.
Fixed bug : There is overlap between the global enchantment clickareas of adjacent spells.
Fixed bug : When Spell Lock is dispelled, it is not removed from the unit.
Fixed bug : Phoenix Healing Aura heals all damage instead of 10.
Fixed bug: Charm of Life sometimes has no effect.
Fate Mastery will no longer target units that are immune to Fire or Magic. If different units are available, one of those will be targeted.
Fixed bug: Mind Storm is not reported "invalid target" when targeting aid option is enabled.
Fixed bug: Mind Storm is not blocked by Magic Immunity.
Fixed bug: Direct damage spells don't report "invalid target" on units immune to magic even if the option is enabled.
Updated building descriptions for Bank and Marketplace to make it easier to understand the bonus applies to all sources of gold in the city.
When any player casts Great Unsummoning or Final Wave, this fact is added to the monthly report.
If the human player used the spell, it also adds the total number of units killed. Otherwise, it adds the total number of units owned by the human player that died.
At the beginning, "loading images" now shows the progress of loading in increments of 10%. This should help showing the game is working correctly on slower hard drives with longer loading times.
Fixed bug: When a confused unit tries to move randomly but is surrounded by tiles exceeding its available movement points, the game pauses for a random amount of time.
Fixed bug: A confused unit can't move randomly if it has less movement remaining than the cheapest adjacent tile, ignoring the rule that moving is possible as long as there is at least 0.5 movement available.
Fixed bug: Help text doesn't open for the Invisibility item power due to typo.
Fixed manual listing AEther Binding and Inspirations maintenance cost incorrectly.
Fixed bug: When all units in the combat are currently fantastic, "normal unit only" buffs cannot be cast even if there would be valid targets such as Chaos Channelled units.
Added missing scroll buttons to the city resource breakdown scroll when there are more than 21 lines displayed.
Fixed bug: Fireball Spell Animation crashes in 30 FPS mode.
Added new setting: Random background music.
Added new setting: Overland unit counter.
Spell Data is now located in the external SPELLS.INI file.
This should allow users to mod research costs, casting costs, or other parameters of spells.
After editing the file, always delete the "Spells.dat" cache file to force the game to read the INI file. (Same applies to the items.dat and units.dat files and their respective INI files.)
Fixed bug: After combat where monsters raise undead, the remaining number of units in lairs is not limited to 9 so undead creation can exceed the limit and cause crashes in future turns.
The game will log missing files/failure to load files in log.txt even if debug mode is not enabled.
Fixed Vertigo unit icon help text.
Added debug mode logging of map land generation.
Minor adjustments to how continent generation handles the X edge of the map.
Adjusted how the map generator handles preferred radius of continents.
This should fix the problem of having too much Mountain tiles on Large Continent settings.
Adjusted the probability of generating lakes in Mountain regions.
Generating a random wizard will no longer skip the starting spell selection on Fair and higher difficulty.
Fixed bug : Raise Dead and Animate Dead unit selection menu does not appear and makes the spell crash when the spell is cast during another player's overland turn.
Fixed bug : Gaea's Blessing fails to convert some of the city tiles from desert/volcano.
Improved the ingame race description help texts (unit resistance inconsistencies)
Fixed bug : Map generator sometimes freezes when there is only one opponent on a minimal size map with Islands continent size.
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You can find the changelogs down below.
Caster of Magic v6.08 changelog:
Fixed 6.06 bug : Game freezes when the AI tries to set production in a city and all of the following are true:
- AI wants to build housing in the city because it's low population in a good enough spot, difficulty is lower than Expert, the AI has 180 gold available and the city has a Marketplace but isn't Gnoll nor Dwarven.
Added an overhaul to the map object generation process provided by Drake178, see below :
- Map generator no longer has a a low chance to freeze on Tiny landmass
- Minimal distance between towers was increased to 5
- Map generation time for Tiny landmass greatly reduced
- Probability of Towers or Nodes being placed on ocean islands is drastically reduced.
- Average distance between startig capitals and terrain quality is slightly increased.
- Towers will never be in a node aura.
- Nodes, Towers, and islands created by them can no longer merge into the polar caps.
Added an overhaul to the treasure generator. This should fix the low chance of freezing on smaller maps. (by Drake178)
Fixed two minor bugs in Ore generation.
Caster of Magic for Windows v1.00.04 changelog:
Fixed bug : Production view cannot display 18 buildings, causing the game to crash
(possible only in coastal cities of races with no or very minimal building restrictions)
Fixed bug : Apocalypse can apply Chaos Channels to fantastic units
Fixed bug : Global enchantment scrollbars are not reset when re-entering the wizards screen
Fixed bug : It's possible to activate the relations window when clicking the ok button on the wizards screen
Added "Modding.ini file". Currently, there is one option, the maximal number of different unit types. When adding new units, you have to also add the necessary unit data and images. This feature is untested, use at your own risk. Bug reports are welcome.
Fixed bug : When the player requests a treaty from an AI, and the AI wants to mention a previous spell or attack as the reason of refusal, the game crashes.
Fixed bug : The human player's engineers can enter tiles disregarding the 9 unit limit, causing the game to crash next time that stack is selected
Fixed manual : Engineers are incorrectly listed as available for Lizardmen
Fixed bug : Excess research is not carried over to the next spell
Fixed bug : Sharee's and Raven's diplomacy music were swapped with each other
The "Win" button is now functional starting from turn 50 instead of 100.
Monument now produres 180 SP instead of 150 SP
Linking Tower now produces 1200 SP instead of 1500 SP.
Supreme Light effect is now applied last, after Resistance To All, Holy Bonus, and Prayermaster
Fixed bug : Resurrection does not play a sound effect
Fixed bug : Chaos Channel flight doesn't grant minimal speed of 2
Clarified help text for Darkness : it affects all attack strengths, not limited to melee.
Fixed bug : When the only remaining uncleared lairs in the game are towers, and a tower that isn't the last one in the array is cleared, the connection between the two halves of the last tower breaks, causing the game to crash later when that tower is cleared.
When a tower with broken tower link due to the previous bug is opened, the game will no longer crash.
Fixed bug : Animate Dead can be cast on already undead units by the human player
Fixed bug : "Invalid Target" cursor can appear during combat spell menus (Animate Dead, Raise Dead)
Fixed bug : Viewing the Hall of Fame screen sets the RNG seed to a fixed value, causing the "random" option in New Game to malfunction and generate the same result on race selection every time.
Easy and Normal difficulty no longer forces all AI players to start on Arcanus. Instead, normal rules for wizard distribution apply.
Myrran wizards are generated by removing one spellbook from the default AI wizards to add the retort, in this order of preference : Chaos, Sorcery, Death, Nature, Life.
(This applies to Easy and Normal difficulty only, otherwise the AI uses custom wizards.)
Added Score Modifier : "I Am The Boss". Start alone on your plane, all other players start on the other plane. Towers have weaker garrison and the AI prioritizes breaking them earlier the same way they do on the Race to the Unknown setting.
Fixed bug : Minerals event can spawn a new ore on a tower.
Fixed bug : Towers can be targeted by the Raise Volcano spell.
Changed the plane size calculation when "Race to the Unknown" is enabled. The two planes are now the same size even if the players start on Myrror, instead of Arcanus being larger in that case. This also applies to the new "I am the Boss" mode.
Fixed bug : Cancelling a global or local enchantment does not reset the state of the scroll arrows.
Fixed bug : Casting a Disjuntion does not reset the state of the scroll arrows.
Fixed bug : Stasis overland and combat icon descriptions were swapped
Fixed bug : Attempts to dispel Stasis or Warp Creature cause the game to crash
Fixed bug : Spell Binding remembers the result of the last targeting instead of allowing the player to target a different spell
Changed display priority of movement types : Flying will now be shown instead of Sailing if both are available.
The Familiar advisor (F12) now shows the name of the settings in addition to the selected value.
Fixed bug : Vials didn't initialize item variables when created, causing them to sometimes have item power auras.
Fixed several diplomacy texts that referred to a third wizard as "he" instead of the genderless "they", as their gender is unknown by the system.
If you come across any additional such texts, let me know.
Fixed bug : Sharee's summoning image has a row of green pixels at the top
Fixed manual incorrectly listing 1 guaranteed very rare at 6 spellbooks.
Fixed bug : Game crashes if the player's fortress was at y=4 or lower on the map when centring on the fortress (space key or loading from a save)
Fixed bug : "Fair" Mineral and Climate setting was named "Normal" instead.
When playing with the "Race to Unknown" scoring option, the plane with no wizards will get extra "pick" and "vial" treasure.
Updated manual to correct the amount of picks generated and added the above modifier to it.
Fixed bug : Entangle affects Non-Corporeal units
Fixed bug : Warp Reality reduces the hit chance of Chaos units instead of Non-Chaos units
Fixed bug : Players can cast Stasis and Mind Storm on their own units
Fixed bug : Eternal Night does not grant Darkness effect unless Darkness was already cast manually.
Added warning to the "Cached Terrain" option explaining that it's a last resort option to speed up rendering that shouldn't normally be used.
Fixed bug : Cities with exactly 1000 population don't build.
Added support for more than one page of Scoring Options
Added new scoring option : Continental Lord.
The human player will always start the game on the largest continent but receives 85% score.
Added new scoring option : Tree Mastery.
All players start the game with Tree of Knowledge already cast and researched.
The AI has a greatly increased priority to build military buildings in their fortress city.
Added new scoring option : Undeveloped Start.
All players start with a fortress city that has 1000 less population, halved fortress power and casting skill.
Players don't get starting settlers.
Fixed bug : After casting Earth to Mud, the move costs for the already selected unit are not recalculated.
Fixed bug : Dwarf bonus does not apply to Coal and Iron
The AI will not consider using Focus Magic as a combo enabler on Normal and Easy difficulty
When "No Overlap" is enabled, the overexpansion warning formula will calculate as if the map size setting was 1 lower to compensate for having less city space available.
Adjusted AI resource multipliers for Normal difficulty.
Production : 90->85
Research : 100->90
Overland spell cost : 80->90
Upkeep costs : 70->80
Added Scoring Option : Everything Nice.
City and Land destruction spells are banned.
Changed default starting spells in Chaos.
Corruption -> Wall of Fire
Call the Void -> Great Drake
Fixed incorrect mana cost in help text of Apocalypse
Fixed bug : When Animate Dead is cast on an enemy unit, you don't get ownership of the unit
Added sorting for Scoring Options. Options recommended for beginners appear at the top of the list.
Reduced maximal number of characters in city names : 14->12, as a crash was reported when using the maximal amount of characters.
Fixed bug : There is overlap between the global enchantment clickareas of adjacent spells.
Fixed bug : When Spell Lock is dispelled, it is not removed from the unit.
Fixed bug : Phoenix Healing Aura heals all damage instead of 10.
Fixed bug: Charm of Life sometimes has no effect.
Fate Mastery will no longer target units that are immune to Fire or Magic. If different units are available, one of those will be targeted.
Fixed bug: Mind Storm is not reported "invalid target" when targeting aid option is enabled.
Fixed bug: Mind Storm is not blocked by Magic Immunity.
Fixed bug: Direct damage spells don't report "invalid target" on units immune to magic even if the option is enabled.
Updated building descriptions for Bank and Marketplace to make it easier to understand the bonus applies to all sources of gold in the city.
When any player casts Great Unsummoning or Final Wave, this fact is added to the monthly report.
If the human player used the spell, it also adds the total number of units killed. Otherwise, it adds the total number of units owned by the human player that died.
At the beginning, "loading images" now shows the progress of loading in increments of 10%. This should help showing the game is working correctly on slower hard drives with longer loading times.
Fixed bug: When a confused unit tries to move randomly but is surrounded by tiles exceeding its available movement points, the game pauses for a random amount of time.
Fixed bug: A confused unit can't move randomly if it has less movement remaining than the cheapest adjacent tile, ignoring the rule that moving is possible as long as there is at least 0.5 movement available.
Fixed bug: Help text doesn't open for the Invisibility item power due to typo.
Fixed manual listing AEther Binding and Inspirations maintenance cost incorrectly.
Fixed bug: When all units in the combat are currently fantastic, "normal unit only" buffs cannot be cast even if there would be valid targets such as Chaos Channelled units.
Added missing scroll buttons to the city resource breakdown scroll when there are more than 21 lines displayed.
Fixed bug: Fireball Spell Animation crashes in 30 FPS mode.
Added new setting: Random background music.
Added new setting: Overland unit counter.
Spell Data is now located in the external SPELLS.INI file.
This should allow users to mod research costs, casting costs, or other parameters of spells.
After editing the file, always delete the "Spells.dat" cache file to force the game to read the INI file. (Same applies to the items.dat and units.dat files and their respective INI files.)
Fixed bug: After combat where monsters raise undead, the remaining number of units in lairs is not limited to 9 so undead creation can exceed the limit and cause crashes in future turns.
The game will log missing files/failure to load files in log.txt even if debug mode is not enabled.
Fixed Vertigo unit icon help text.
Added debug mode logging of map land generation.
Minor adjustments to how continent generation handles the X edge of the map.
Adjusted how the map generator handles preferred radius of continents.
This should fix the problem of having too much Mountain tiles on Large Continent settings.
Adjusted the probability of generating lakes in Mountain regions.
Generating a random wizard will no longer skip the starting spell selection on Fair and higher difficulty.
Fixed bug : Raise Dead and Animate Dead unit selection menu does not appear and makes the spell crash when the spell is cast during another player's overland turn.
Fixed bug : Gaea's Blessing fails to convert some of the city tiles from desert/volcano.
Improved the ingame race description help texts (unit resistance inconsistencies)
Fixed bug : Map generator sometimes freezes when there is only one opponent on a minimal size map with Islands continent size.
Current Release
Build 12276673
Uploaded Oct 26, 2026
System Requirements
OS
N/A
CPU
1 GHz
RAM
256 MB RAM
GPU
3D graphics card compatible with DirectX 7 (compatible with DirectX 9 recommended)
How to Install
1
Download all files
2
Extract the .ZIP file to a folder (use WinRAR or 7-Zip)
3
Run the game executable (.exe) to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Archive password
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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