Playtesting 1.06.10 (screenshots heavy)

Take up the role of a great wizard, wield powerful spells, command fantasy races and challenge your rivals in this remake of a cult turn-based strategy classic. Do you have what it takes to become Master of Magic?
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bonfol
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Playtesting 1.06.10 (screenshots heavy)

Post by bonfol »

Since we, paying customers, are to be used as free beta-testers :evil:

In no particular order :

#1 High Men Magicians
"M'Lord they do not look like they are dead ... the men are getting worried about this ..."

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As you can understand from the 3rd picture, these magician dead bodies will not fall on the ground, they remain standing.
So watch out if you have them in your armies and feel confident because you see a full unit, watch their health bar closely instead.
I assume no beta-testers bothered to play High Men ...



#2 Earth to Mud

Quite nice casting animation ...
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... but 1 second later, absolutely zero visual clue of the area affected for the next 2 turns, nice !
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I'm guessing beta-testers couldn't be bothered playing Nature ...



#3 Flame Strike

Doesn't work.
Covered here : https://www.slitherine.com/forum/viewtopic.php?t=110882

Oh my, the beta-testers did not play Chaos either ...



#4 Forester

Doesn't work.
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Alorra has Forester, but her army is unable to make use of it (can't go north through 2 tiles of forest) ...
Now, is it Forester that need fixing or is it Allora's forester ability. I do not know.



#5 Merging/Teleporting

Ai is unable to make it work ...these Unicorns & Great Wyrms are a laughing stock, and garantee a bloodless victory.
In the original you had to very very very carefully consider who to send against them as their 1st turn would be quite devastating.
Here, they just move forward 3 hexes, and that's it, that's their entire 1st turn. Zero dmg done.
Now the player can chop them down.

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And by the way, why keep the 2 abilities names (since they are supposed to work the same), instead of using just one ?



#6 Getting domain X spell as loot from a battle at a node from domain Y

Doesn't make sense. Please fix.
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#7 Disposition of units during battle

Infuriating to get the ranged units at the front and the melee units at the back.
Requires some very unwanted gymnastics :evil:

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#8 Nodes density

Nodes seem to be attracted to spawn near other nodes of the same type.
Makes for an easy start ... or gives one of the ai an early start.
Can we get something more balanced ?

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In this game, i controlled 2 continents fully, and their 3 nodes located quite apart form each other had 34 power in total.
Here one of the ai got 4 nodes for 60 power that are located 7 hexes apart at the most.
Hardly fair.

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#9 Quork density

It looks like Quork might behave like nodes.
See below :
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This is just 2 cities i captured that can farm 4 of the 5 Quork found in these particularly power rich area ...



#10 Cycling armies

I find it maddening to cycle through armies with spacebar, and getting to change plane constantly.
It's like : please move this stack on Arcanus, then please move this stack on Mirror, then back to Arcanus, etc ...
Can we please cycle armies per plane ?



#11 Research treaty

These do not expire !
They will show up on your Mana screen, but if you cycle through the ai wizards they will not show up in any "Treaties" box. Well, that's normal, because the treaty expired ... except not in your Mana screen ! You keep getting the benefits.

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I know 3 Wizards :
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Is the treaty active with Lo Pan ? Nope.
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Is the treaty active with Ariel ? Nope.
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Is the treaty active with Tlaloc ? Nope. Dang.
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I'm pretty confident it's the same with Alliance, cause i had Lo Pan telling me he was cancelling our alliance like 10 turns after these screenshots, but you can see the wizard screen for Lo Pan does not display alliance in the treaty box.
Basically, if they propose anything, accepting means it will not expire.
Please fix.



#12 Ai Wizards who "lost" their perk

I can understand adding books to an ai wizard.
I can understand adding perk(s) to an ai wizard.
But I have trouble understanding removing their perk and replacing it with another one.
I do not believe this is adding flavour to the game, i believe this is weakening the stereotype of each rival wizard modified that way.

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#13 Ai Wizards no longer have an "objective" trait

In the original, rival wizard had a personality trait, like they do here.
And they also had an objective trait (pragmatist/militarist/theurgist/perfectionist/expansionist).
These influenced what their cities would prioritize, how hard they would spam them, how large a collection of armies they would build, and so helped the player to somewhat predict what they would face.
Here, it looks like anything goes, and i find it quite hard to predict them, well unless they are "Peaceful".



#14 "Peaceful" Wizards

In the original, a peaceful rival would strive to form as many alliances as possible, ending up either neutral while everybody else was at war, or expecting their ally(allies) to defend them while trying to expand.
Not so here.
They are even barely able to expand.
They can be safely ignored so as to focus another rival (what i'm doing with the above Jafar).
This makes it too easy for the player.



#15 Death rampagers spawning from a Life location
We are under attack by undead coming from the Temple of Angels ?!?

This makes no sense. In the original, a Life location can only spawn Life creatures rampagers, and a Death Location can only spawn Death creatures rampagers.
Consistency please.

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#16 Ships in siege battle

No.
Just no.
Please fix.

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#17 Insanely OP magic items sold by merchants

I was wondering how the rival wizards were getting their insane items.
I think they might actually be buying them from merchants.
I made a run with the Charismatic + Famous + Warlord perks, with the Halflings, and life books for heals.
Behold what i got (it's still early game, i'm just getting my first slingers) :
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Admire Shuri in all her glory once equipped :
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Needless to say, to lose this game i need to f**k up on purpose now.

I'm guessing these items are randomly created.
Sometimes they are good, sometimes they are trash, sometimes they are Over-Powered-God-Tier like.
I don't think this can be too good for balance.

By the way did anybody get a named magic item ?
All i'm getting from loot are meh items that i scap for 175 mana, or 200 mana, once in a blue moon something is worth breaking for 400+ mana.
The named items are in the DB_ARTEFACT xml file, but i'm not sure they are active.



#18 Racial Unrest

Now this is understood by us veterans who played the original in the '90s.
We know what city to raze/keep depending on what race we play.
I'm not too sure new players get to fully grasp the concept with no details about it in the manual, and no apparent breakdown in the city screen while hovering above the unrest thingy (like what we get for gold).
I would have loved to see the racial unrest chart in the manual.



#19 Combat log

To end with a positive note, this is imo the best feature of this remake.
Provides a ton of info.
Just ... can we please get a settings option, maybe with a box to check, to have it on automatically every combat instead of having to click the button every single time ?
Please ?
Pretty please ?
Braedonnal
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Re: Playtesting 1.06.10 (screenshots heavy)

Post by Braedonnal »

I can confirm named random items are dropping. I found something called Plate of Eandor or some such. Only one I have found though so it isn't often.
ioticus
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Re: Playtesting 1.06.10 (screenshots heavy)

Post by ioticus »

Can you please post this on the Steam bug subforum? I’m not sure they even look here.
rgp151
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Re: Playtesting 1.06.10 (screenshots heavy)

Post by rgp151 »

I'm not sure about how Earth to Mud works. I noticed the same thing, but I interpreted it as applying a one-time de-buff instead of making mud on the ground. It looked like all units in the area got a debuff that lasted into the following turns.
XethNyrrow
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Re: Playtesting 1.06.10 (screenshots heavy)

Post by XethNyrrow »

rgp151 wrote: Sun Jan 08, 2023 1:30 pm I'm not sure about how Earth to Mud works. I noticed the same thing, but I interpreted it as applying a one-time de-buff instead of making mud on the ground. It looked like all units in the area got a debuff that lasted into the following turns.
That's exactly how it works. It's an AoE casting that applies a debuff to the targets in that AOE even if they move out of the initial casting range. This makes it quite a bit more useful than the original.
ChaosSpawn
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Re: Playtesting 1.06.10 (screenshots heavy)

Post by ChaosSpawn »

I'm amazed that the OP was able to negotiate any treaties. I've tried in every game, and none of the A.I.'s were interested.

I've also fought against naval fleets during a city siege. I F8 a screenshot in a bug report (one of many). I've also had cities from the Opposite plane show up next to one of my cities on the overworld map. I would have to hit the planar button twice to make it disappear.
bonfol
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Re: Playtesting 1.06.10 (screenshots heavy)

Post by bonfol »

ChaosSpawn wrote: Sun Jan 08, 2023 5:48 pm I'm amazed that the OP was able to negotiate any treaties. I've tried in every game, and none of the A.I.'s were interested.
I wasn 't. Like you i had zero success. Got bored and stopped trying rather quickly.
But, once in a blue moon, a rival wizard would send a proposal.
That is how i got the trade treaty and alliance from LoPan. That is the only time i got offers in 4 playthrough (1 completed on initial release, 3 uncompleted on current release).
bonfol
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Re: Playtesting 1.06.10 (screenshots heavy)

Post by bonfol »

XethNyrrow wrote: Sun Jan 08, 2023 3:48 pm
rgp151 wrote: Sun Jan 08, 2023 1:30 pm I'm not sure about how Earth to Mud works. I noticed the same thing, but I interpreted it as applying a one-time de-buff instead of making mud on the ground. It looked like all units in the area got a debuff that lasted into the following turns.
That's exactly how it works. It's an AoE casting that applies a debuff to the targets in that AOE even if they move out of the initial casting range. This makes it quite a bit more useful than the original.
Oh my ...
Well, i'm so used to the original that i did not notice it was reworked in full.
"Quite a bit more useful" is an understatement. It cannot be resisted. It has range on all the map. A defensive wizard can engulf the entire opposing army on turn 1 of the battle. This is now op crowd control against walkers right from the start of the game. Can also be quite painful if a player would go to war early vs Freya i guess.

I apologize to any beta-tester about this one :oops:
bonfol
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Re: Playtesting 1.06.10 (screenshots heavy)

Post by bonfol »

Braedonnal wrote: Sat Jan 07, 2023 9:54 pm I can confirm named random items are dropping. I found something called Plate of Eandor or some such. Only one I have found though so it isn't often.
Cool ! :)
Thank you for the info.
bonfol
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Re: Playtesting 1.06.10 (screenshots heavy)

Post by bonfol »

ioticus wrote: Sun Jan 08, 2023 11:51 am Can you please post this on the Steam bug subforum? I’m not sure they even look here.
I don't have a steam account. I don't want one.
Feel free to link from here, or to copy/paste there. No worries.
bonfol
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Re: Playtesting 1.06.10 (screenshots heavy)

Post by bonfol »

#20 Oh the horror

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I'm quite surprised to find these buddies here.
This draconian unit was removed from the original game close to 3 decades ago ...
I'm confused.



#21 Getting a new skill without any notification

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Oh, my wizard is an artificer now ?! ... would have been nice to get a notification about it



#22 Change Terrain on a river mouth hex

Sadly transforms river mouth to shore, with the loss of the nice bonus :cry:

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#23 Defending Djinn casting Couter-Magic in a Sorcery node battle

Looks like the ai likes to really really stack the odds agains the player.
I'm quite happy with the Djinn wasting his mana, but i guess this should be pointed out.

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#24 Doom damage from Chaos power on magic item

This one is troubling me.
In the original MoM, Chaos would mean the hero wielding the item would inflict Doom dmg equal to half his attack (melee or ranged depending on the item). Seems to be the same here, but not quite.

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Shuri has 18 ranged attack, so she does the expected 9 doom dmg, twice bercause the damn bow also gives Haste.

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Here she does the same 2x9 dmg, but the Halberdier takes 1x6 and 1x7 of this automatic damage. Why ?

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She does her 2x9 dmg, but the Giant takes 1x8 and 1x9 ... i'm confused ...



#25 no notification in battle log about Tower dmg

Hopefully this shouldn't require a lot of work to fix.

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#26 Web

On turn 4 of the battle, this Demon (at the top of the picture) is still immobilized by the web.
The web duration is said to be 1d10 - resistance, so a range of 1 - 7 = -6 turns to 10 - 7 = 3 turns.
Yet it is still on on turn 4. I'm guessing there is an issue with negative results ?

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#27 Ai can see a player invisible units and *will* engage them

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Draconians rushing straight to engage invisible Malleus (and dying in the process).

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Sprites shooting invisible Malleus from across the battlefield.
This needs fixing !
Last edited by bonfol on Mon Jan 09, 2023 11:50 am, edited 1 time in total.
rgp151
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Re: Playtesting 1.06.10 (screenshots heavy)

Post by rgp151 »

Yeah, Draconians aren't supposed to get the Mechanicians Guild either, but they do in this game. They can also make Catapults, which they shouldn't be able to do.
Arent
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Re: Playtesting 1.06.10 (screenshots heavy)

Post by Arent »

#10 Cycling armies
I find it maddening to cycle through armies with spacebar, and getting to change plane constantly.
It's like : please move this stack on Arcanus, then please move this stack on Mirror, then back to Arcanus, etc ...
Can we please cycle armies per plane ?
-----------------------

Can we please have *automatic* unit cycling or at least an option for that? If I use up movement of a unit, the game should automatically switch to the next unit.

Right now, I always have to click on "move army". This is cumbersome.

Also, if a new unit is build in a city, that unit should automatically ask for movement - without taking fortified units with it.
ChaosSpawn
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Re: Playtesting 1.06.10 (screenshots heavy)

Post by ChaosSpawn »

Arent wrote: Mon Jan 09, 2023 2:39 pm ...

Also, if a new unit is build in a city, that unit should automatically ask for movement - without taking fortified units with it.
I concur.
This has been killing me lately.
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Re: Playtesting 1.06.10 (screenshots heavy)

Post by Bee1976 »

bonfol wrote: Mon Jan 09, 2023 10:49 am
ChaosSpawn wrote: Sun Jan 08, 2023 5:48 pm I'm amazed that the OP was able to negotiate any treaties. I've tried in every game, and none of the A.I.'s were interested.
I wasn 't. Like you i had zero success. Got bored and stopped trying rather quickly.
But, once in a blue moon, a rival wizard would send a proposal.
That is how i got the trade treaty and alliance from LoPan. That is the only time i got offers in 4 playthrough (1 completed on initial release, 3 uncompleted on current release).
Well i only have treatis when playing sorcery books and use that meta spell for increasing relationship to other mages. but they had never (!!) accepted any of my offers. i had to wait until they wanted something.

i enjoy this game, there are some issues, but its fun for me. but the biggest issue is that diplomacy system...
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