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				September 12th, 2010, 01:05 PM
			
			
			
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 Second Lieutenant |  | 
					Join Date: Mar 2004 Location: Gdansk, Poland 
						Posts: 420
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 Searching for "Master of Magic" is not trivial on this forum, but I believe this hasn't been posted yet. 
Look what the cat dragged in:
 
	Quote: 
	
		| changelog ---------
 [credit to arablizzard for correction]
 
 Changes (f_fixed):
 
 Version 1.40h
 -----------------------
 AI ships
 - AI transporting inability fixed (no stopping of full boats) + boats have full decks (AI ships leaving with capacity at least 6 units on board)
 - all transporting capacity had to be put to 8 units
 - triremes mvt 2, floating islands mvt 4, galleys mvt 6 (to keep FIs and galleys as an interesting option)
 - Wind mastery +100 % bonus, penalty for other players removed (due to AI inability to deal with 1-mvt triremes
 - forbidden AI ships creation in cities with lakes-with-river terrain
 
 bugfixes
 - max 3 vortex fix of previous bug
 - wraithform correct MPs over water
 
 other
 - removed insane extra gold AI game diff bonuses - city building upkeep
 - removed insane extra gold AI game diff bonuses - army upkeep
 
 AI
 - AI magic spirits bigger summon probability in later game
 - reversed alternate setllers targetting (undecisiveness of AI settlers)
 - reviewed the AI ships bulding decision
 - more stress on AI objective in AI city building
 - impass tower problem solved for AI settlers
 
 -Includes fixed Wizards.exe
 -Game now reports v1.40f in the intro and load screen from the main menu
 -Main Menu->Load->Settings now shows options introduced by the patch instead of the old names
 -"Strategic combat" renamed to "Automatic Combat" to avoid confusion with the v1.31 setting "Strategic Combat Only" (combat controlled by player)
 
 Features
 - "fixed" the bug from v.140e by removing Transmute, Change terrain fixes
 - stable world creation (you have to wait 10-60 s, rarely even more)
 - AI unit appraisal bug
 - AI unit yoyo movement flaw removed
 - slightly improved AI searching for better settlement
 - added small chance fro settlers to seek other continent after turn 60
 - enemy wizards may start with any race and neutral cities on the same continent have a more diverse racial composition (EDIT by Catwalk, not sure which version these were introduced in)
 
 
 Version 1.40e
 -------------
 Combat fixes
 - -to save from items now works for Life Drain, Holy Word, Death Spell
 - Life Drain cannot be used against Death immune units anymore
 - the confusion surrounding the Confusion (premature combat ending, AI dispelling unit and controlling it...) should be hopefully fixed
 - AI shadow deamons (and other illusion immune shooters) now can shoot "invisible"
 - AI tries more to kill off units in combat
 
 Overland fixes
 - AI units stopped action by attack bug fixed
 - Windwalking should always work... like it should
 
 AI fixes
 - AI aggressivity against human player cities should now be corrected
 - AI now transmutes / changes terrain always in city radius
 - AI gets potentially very powerful items from lairs
 - magic items are no more "lost" when AI defeats another AI's hero
 - bug preventing AI's sneaky attacks (when two sides have no pact) lives no more
 - rebuilt research choice is now in
 - AI wizards will now summon Nagas... from time to time
 
 Interface fixes
 - Archmage now shows 50% bonus on Magic screen.
 
 
 Version 1.40d
 -------------
 
 Combat fixes
 - Word of Recall on regenerating unit now works (regenerated unit in your capital)
 - Max 3 Vortexes can be summoned at once. You are now protected against data corruption by an error message.
 - Animate Dead has received first partial correction. (Stability is unknown, use at your own risk.)
 
 AI fixes
 - Most notably, AI should use bigger stacks.
 - AI should be actually able to target your fortress (bug removed).
 
 
 version 1.40c
 -------------
 v.140c
 
 This version tries to be everything that 1.40bb for some reason was not. Very important fixes (VIFs).
 
 (other news)
 
 Features taken back - because of instability
 - chopped POP
 - hotkeys on Game screen
 - Alchemy tool correction
 
 New tweaks
 - Alt+RVL now gives Detect Magic along with Nature Awarness (for testing purposes only)
 - Up and Down arrows on City screen now working
 
 
 version 1.40bb
 --------------
 v1.40bb
 
 Overland fixes
 - "Monsters Gone Wild" extra difficulty setting is fixed, no more bugs
 - the settings help info is now adjusted
 - City defenders now receive help from City walls / Walls of fire, only when the city has built them up (strategic combat bug; this will make AI players much better at taking over neutral cities)
 - AI declaring war on demand without any regards to its treaties - bug
 - default Tauron now has the correct number of books [Lydon]
 
 Combat fixes
 - AI settlers (or other units) are now unable to flee during your first turn
 - data instability issue with Counter Magic was solved
 
 Altered game features
 - excess city population is no more 'chopped away' when a city grows by 1,000
 
 Interface changes
 - incessant city growth messages are now limited by POP < 10,000
 - you may now "Escape" from Item Creation screen without creating anything
 - "SPACE" now works on most screens as a simple "proceed, go back, go to the next position, I have seen the message". It also works as "Wait" command for units overland. On Change production screen it pushes OK. In combat it has the function of "Done".
 - you may now use Left and Right cursors to browse through Spellbook on the Spells and Research screens, Up and Down on Armies and Cities screens
 - L should Patrol unit, but for some mysterious reason, you have to push it twice.
 - Q quits the game from the game screen
 
 Non-visible features
 - hopeless computer wizards will no longer spend half the game researching Hydras, only to never summon them afterwards...
 ..and some other limited attempts to make the I from AI better
 
 
 version 1.40a
 -------------
 Overland fixes
 - famine bug & problems based on city food should be fixed [based on work of TRAC]
 - AIs create items for their heroes
 - the Chosen can be summoned by AIs
 - Suppress magic now does not suppress Spell of Return
 - AI will not cast heroism & co. on summoned units
 - Diplomacy should no more be broken (+ anything involved, Charismatic trait, Subversion, Aura of Majesty). Note: I tried to make the diplomatic activity as troublesome as possible to maintain the continuity with the original. Still, your diplomatic actions now matter!
 - items received from lairs should now be weighed correctly (weak from weak, strong from strong) [Lydon]
 - Chaos channels will now never "destroy" thrown attacks with fire breath
 - more engineers at the same place trick (only one building, all counting) should not work (other engineer tricks probably will)
 - AI strategy combat has been freed from several hidden bugs, as a result, AIs should be able to collect Fame and sometimes able to overcome their AI opponent
 - during the end of Next turn phase, your units will never start moving on other plane (when at a tower, this fixes several bugs, like engineers on water etc.)
 - you can't throw "normal units only" type of spells on chaos channeled units; you cannot even "black channel" them
 - chaos channeled units now actually gain experience from combat
 - Charismatic trait now allows you to get merchant offers when low on money
 - Rampaging monsters now never appear later than should
 - lairs, keeps, dungeons now have 50% chance of having Nature and Chaotic creatures inside (was only Nature, a bug). I decided to omit Death completely, since it has so many other places already!
 
 Combat fixes
 - Raise dead hopefully fixed [Asfex's work]
 - attackers won't suddenly lose movement [another one]
 - Spell lock works in combat
 - Call lightning "working" on magically immune units fixed
 - all human player's and the AI's heroes now can use their spells (Morgana, Ravashack, Torin...)
 - demon skin now should give only +3 defense in combat
 - weapon immunity bonus (+10) will never override missile immunity (+50), see Demon creature as an example
 - items give invisibility
 - fear attacks fixed (and anything involved)
 - AI will not cast possession on your heroes
 - axes now actually give their to hit bonus
 - AI is now always capable to cast spells in its own fortress (was frozen when having too much mana)
 - City walls now give protection to all units stationed in
 - heroes now should never Disenchant spells belonging to their master
 
 Altered game features
 - units with merging are now immune to Cracks call (AI believes they should be immune, therefore I made them so)
 - the fortresses of all players are now much better placed. Note: the fix makes the game almost "freeze" during the world creation, please be patient. Rarely (with an unfavourable setup, like "Small lands" + 4 opponents), the game may freeze completely. It will be corrected in the next version. Restart in this case, please.
 - when scouting a lair, you can now estimate the number of opposition (either 1-3, normal text, or 4-9, text with "many")
 - neutral cities now actually can sometimes build a building (was badly implemented)
 - in the Game settings screen there are 2 new options in Extra difficulty departement: "Revolting raiders" and "Mosters gone wild". Be careful - the stability is unknown & it can be quite powerful, sometimes
 
 Non-visible features
 - AI changes (most of them straight bug fixes)
 - simply play the game to experience them (or cast the disassembling True sight)
 |  Sadly the developer has abandoned it due to lack of time. So there might be a few bugs left (like Flying Fortress not working; not mentioned above). But many things work properly for the first time, such as Cloak of Fear spell. Take Gnolls, build Granary, Stables, Wolf Rider. Attack a city and cast Cloak of Fear.  I've just killed 4 High Men swordsmen with barely a scratch.
 
Files (check the readme first):
http://koti.mbnet.fi/ton_hur/files/mom/ 
The newest version 1.40h:
http://www.mediafire.com/download.php?x3nzvpjcr5ng4cf 
Enjoy !
Update 17/10/2010 Plight  - New patch from another person, compatible with the above. It fixes ingame information, race, item, spell, building, dialog box descriptions to make them complete and accurate.
 
http://forums.civfanatics.com/showthread.php?t=391983
                 Last edited by B0rsuk; October 17th, 2010 at 11:06 AM..
                    
                    
                        Reason: new version 1.40h released !
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			| The Following 11 Users Say Thank You to B0rsuk For This Useful Post: |  |  Catwalk, DrPraetorious , Edi , Foodstamp , Hoplosternum , lch , Lizardo , NTJedi , sansanjuan , WraithLord , Yucky |  
	
		
	
	
	
	
	
		
	
	
	
	
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