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  #51  
Old October 14th, 2010, 09:21 AM
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Default Re: OT: Master of Magic unofficial patch v1.40f

Look what the cat dragged in ! A new version ! See the first post for the full changelog and link (at the bottom).

Quote:
AI now actually can and does use the ships for military transport! The downside is, I had to increase all transport capacity to 8 to overcome this complicated bug.
But the AI ship invasions are working now. Beware... and enjoy!
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  #52  
Old October 15th, 2010, 01:11 PM
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Default Re: OT: Master of Magic unofficial patch v1.40f

Whats the url for the latest patch or even better the development page ?
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  #53  
Old October 15th, 2010, 01:20 PM
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Default Re: OT: Master of Magic unofficial patch v1.40f

In addition, can someone upload the balance patch 2.0 ? Dragonsword is down.
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  #54  
Old October 16th, 2010, 11:42 AM
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Default Re: OT: Master of Magic unofficial patch v1.40f

I don't think there's any official development page, but the developer is very active in this thread:

http://www.rpgcodex.net/phpBB/viewto...er=asc&start=0

As for MoM 2.0, all the links seem down. I don't like the patch,(questionable changes AND a pretensious name) but I'll post it to Sendspace. From there it's up to you to carry the torch, as the link is only temporary.

http://www.sendspace.com/file/44veee
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  #55  
Old October 17th, 2010, 07:29 AM
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Default Re: OT: Master of Magic unofficial patch v1.40f

Thanks a lot.
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  #56  
Old October 17th, 2010, 11:02 AM
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Default Re: OT: Master of Magic unofficial patch v1.40f

Oh, and incidentally, there's a new patch from another developer. It's compatible with kyrub's unnoficial patch, and fixes ingame info only. The stuff under right mouse button etc. All spells, items, races, dialog boxes, buildings have complete and accurate descriptions.

http://forums.civfanatics.com/showthread.php?t=391983
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  #57  
Old October 17th, 2010, 11:19 AM
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Default Re: OT: Master of Magic unofficial patch v1.40f

Borsuk, I don't understand your signature, has someone made a poor MOM clone? I would be interested in seeing any completed attempt at recreating MOM. Thanks!
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  #58  
Old October 17th, 2010, 12:59 PM
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Default Re: OT: Master of Magic unofficial patch v1.40f

Foodstamp:

Elemental is arguably the poor attempt.
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  #59  
Old November 7th, 2010, 03:37 AM

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Default Re: OT: Master of Magic unofficial patch v1.40f

Insecticide (kyrub's patch v1.40h currently) and Catnip (my own mod project) have moved to new locations at Realms Beyond (http://www.realmsbeyond.net/forums/f...splay.php?f=56). We've also just launched a tournament where the objective is to build a power of 200 in the shortest amount of time. All players start on the same map with the same wizard but may choose any arcane race.
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  #60  
Old December 4th, 2010, 02:14 AM
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Disk Re: OT: Master of Magic unofficial patch v1.40f

Quote:

Version 1.40i - new features
Note, that this version contains several risky changes. Preserve your game data, be cautious and eventually report the bugs, with a savegame.

Version 1.40i
-----------------------
reversed ship speeds to the original

(Bugs in general)
Animate dead should now work (but casting when > 6 units are dead still crashes the game!)
monsters extra difficulty option - significantly harder
raiders extra difficulty option - easier
human player can run into an enemy unit when using enchanted roads pathfinding (hopefully fixed)
AI is not trying to dispel Haste from an item
AI stacks, after an attack, does not move next turn (fixed)
Great wasting destroys any pacifying effects from city buildings
AI priests are now capable to cast healing
the "250 production" bug allowing you to miraculously complete any production, gone
Conjurer trait now rounds 25% mana bonus on monster maintenance up (2 maintenance -> 1 saved, 5 -> 1 saved, 6 ->2 saved)
Invulnerability and Possession now can be dispelled
Dispel from all pre-combat spells now actually fonctions!
Dispel evil is impossible against non-dead, non-chaos units
a hero will not disenchant the positive spells from his own peers (second attempt)
removed text "Endurance, as swiftness spell"
looping music for 'Building was completed' was removed from the game to avoid CPU consummation
you will see Demons and Werewolves in lairs, also Air elemental and Phantom Beasts had their values switched (corrected)

(World creation)
fortress creation has been optimized and runs without any delays, in the same quality
all races can be AI wizard's starting races on impossible
SOM research does now costs 60% (was only 5%, a bug) of its value for wizards with 11 books
Torin and Alorra won't have arcane power, useless to them
small lairs monster cash has had range increased; big lairs has got bigger minimum to avoid being actually small
fixed a bug where the game would sometime fail to give a lesser companion in the lair
Torin and Alorra will never get arcane power, useless to them

(AI)
AI ships - earlier expansion based on world_size
AI pathfinding is not updated (unit blindly bumps into your army) - should be fixed
AI should care more about the closer units in combat (reversed)
AI mana leak dispelling obsession
AI aggressive mvt in cmbt (temporally reversed, before better solution can be found)
AI contra immunity factor is less important in combat casting
AI is not getting scared by Immolation
Download link:
http://realmsbeyond.net/forums/attac...1&d=1291432809

Forum thread link:
http://realmsbeyond.net/forums/showthread.php?t=4211
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