Caster of Magic for Windows - v1.04.04 Update available now!!

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.
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SamSlitherine
Slitherine
Slitherine
Posts: 47
Joined: Mon Feb 06, 2017 11:15 am

Caster of Magic for Windows - v1.04.04 Update available now!!

Post by SamSlitherine »

Hi Everyone,

The latest patch is available to download on all platforms.

You can download our store version from the product page download area found here: https://www.slitherine.com/game/master- ... or-windows as well as via the direct public download area here: https://ftp.matrixgames.com/pub/Castero ... .04.04.zip

Bug fixes, gameplay, general
• Added new difficulty level : Beginner. (easier than Easy difficulty)
• The AI is forbidden from building settlers on Beginner difficulty before turn 100.
• The AI is forbidden from building settlers on Easy difficulty before turn 60.
• The AI has a 50% chance to not build a settler on Normal and below difficulty when it would otherwise do so.
• The AI is not forced to build early military buildings on Beginner and Easy difficulty and the chance of doing so on Normal is reduced to one third.
• Reduced the default rampaging monster stack strengths of Normal and Easy difficulty in Modding.INI
• Increased the AI's overland spell casting costs for the lowest 4 difficulty levels. (see difficulty table for exact values)
• Fixed bug : There is no immunity check being done against Illusion Immunity on non-damage spells. (Confusion, Vertigo, Mind Storm)
This caused the AI to use those spells against those targets and made the game fail to warn the player when "Targeting Aid" was enabled.
• Updated difficulty level descriptions ingame and in the manual.
• Doom and To Hit will never appear on the same random item in treasure and the AI will never add these two powers on the same item.
• New Score Modifier : Corrupted Leaders. Offering tribute outside war guarantees no aggression for a certain number of turns.
• New Score Modifier : Minor Paranoia. AI players cannot be peaceful and there is a -12 modifier in the human player's generic war declaration formula.
• New Score Modifier : Major Hostility. AI players cannot be peaceful or lawful and there is a -24 modifier in the human player's generic war declaration formula.
• New Score Modifier : Final War. When the Domination Rate exceeds 75%, all AI players declare war on the human player and ally with each other.
• Item offer probability is now calculated at a 0.1% precision instead of 1% so less than 25 Fame influences it.
• When no overland spell is being cast, the staff on the mana income background stops glowing.
• Giant Spiders now display a "Counter Immunity" icon to indicate their web can't be countered.
• Total city production is now equal to floor(base production * sum of percentage modifiers) instead of each modifier adding to the total, rounding down separately.
• Same change for city gold.
• Fixed bug : "prisonerturn" parameter in herodata.ini had no effect.
• The Historian and Spy screens show the name of AI wizards as "<Name>" when there is an ongoing Peace Treaty type effect that has 3 or more turns remaining. (can be created by threathening, offering tributes with the Corrupt Leader score modifier, or a real peace treaty ending a war.)
• Before turn 50, instead of 0% domination rate, "Domination victory is not yet available" will be displayed.
• Before turn 12, the AI will prioritize casting water move enabling spells higher.
• Fixed logic error in AIProd.CAS : Forced military buildings part had no effect if the AI already owned 2 settlers.
• Fixed bug : When one settler is being sent to a location but another wants to board a ship on the same tile, both settlers end up waiting for the ship instead.

Modding
• AI combat stalling strategy can now be enabled or disabled for each level in Difficulty.INI.
• Maximal simultaneous generic war declarations against the human player is now in Difficulty.INI.
• Fixed bug : FirstRaiderTurn and FirstMonsterTurn are read from the wrong section of the INI file.
• GetStat and Setstat can now read/write unit MP and MaxMP.
• GetStat and SetStat can now read/write the HealingAura unit ability flag.
• GetStat and SetStat can now read/write the Fantastic unit status flag.
• GetStat and SetStat can now read/write the Sailing movement ability flag.
• GetStat and Setstat can now read/write the unit's owner/controller.
• GetStat and Setstat can now read/write the unit's cost.
• GetStat and Setstat can now read/write the unit's type ID.
• Fixed bug : GetStat didn't work correctly for reading the Suppression and ColdImmunity values.
• GetStat and Setstat can now read/write unit overland and combat position.
• Added script commands SetTerrain and GetTerrain.
These can be used to read/write combat or overland terrain data.
• Added script command CityOnTile().
• Added script commands PlaneSizeX() and PlaneSizeY().
• Added script commands Alive(), MaxCity(), MaxUnit().
• Added Itempow.INI feature : a pair of any two item powers can be made mutually exclusive for treasure and AI.
• Added random event starting turn limits and chance of occurance in Modding.INI.
• Added script functions Attacker() and Defender()
• Added EnterCombat.CAS script to implement effects that happen when combat starts.
• Added EndofCombat.CAS script to implement effects that happen when combat ends.
• Added CombatEndTurn.CAS script to implement effects that happen between combat turns.
• Added OverlandEndTurn.CAS script to implement effects that happen between overland turns.
• Units.INI now has a "MultipleHeads" parameter instead of Hydra being hardcoded to this behavior.
• Units.INI now has a "CreatePower" parameter to allow units to generate magic power. "PrimalForcePower" has been removed from Modding.INI.
• Primal Force is now displayed through DisAbil.CAS instead of being hardcoded.
• Added CoSpell.CAS and OLSpell.CAS scripts that are run when a spell is being cast. Custom spell effects can be implemented in these scripts.
• Added debug mode logging of Generic and Militarist type war declaration formulas.
• Units.INI now has "LairInvalid" and "RampageInvalid" flags for monsters that cannot be placed in lairs or cannot appear as rampaging monsters, like Floating Island.
• Added script function HasTree() to detect if a player has cast Tree of Knowledge.
• Added building requirement value 102 to require a hill, mountain or volcano to build a building or unit.
• Added building requirement value 103,104,105 and 106 to require a Swamp, Desert, Tundra or River.
• Base probability of hero offers can be set in Modding.INI
• Hero offer scaling per fame point can be added in Modding.INI
• Base and fame scaling probability of item offers and item budget can be changed in Modding.INI
• The unit ID used for the Settler unit is now in Modding.INI
• The unit ID used for the Chosen unit is now in Modding.INI
• Added CounterImmunity ability to Units.INI. It's no longer a hardcoded effect for Giant Spiders.
• Added some AI and system behavior related to units to AIFlags.INI instead of being hardcoded.
There are still many unit IDs with hardcoded effects. It's not recommended to change the ID
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