Hi Everyone,
The latest patch is available to download on all platforms.
You can download our store version from the 'Check for Update' button on the launcher, 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 ... .04.07.zip
Bug fixes, gameplay, general
• Holding the SHIFT key while targeting an overland unit enchantment spell will automatically start casting the same unit enchantment spell again.
• Added new option "Stand Still" to the combat auto menu. When selected, all units will pass their turn without acting.
• NEW GAMEPLAY FEATURE : The city curses of banished wizards have half the normal dispel resistance.
• NEW GAMEPLAY FEATURE : During wizard's pacts and alliances, AI players will cancel their own city curses that have been cast on the treaty partner's cities over time.
• Fixed bug : Visibility wasn't immediately updated when the human player's city produced a building such as an Oracle.
• The AI will not cast Transmute on city resources if the city is unable to use Mithil or Adamantium (disallowed Library or Alchemist Guild and no access to Philosopher's Stone)
• Fixed bug : The AI sometimes fails to mark an unmelded node as a reason to summon additional Magic Spirits.
• Fixed a bug in the AI's target priority formula on the Mislead spell.
• The AI's combat casting priority of Wall spells in combat decreses based on the percentage of the AI's units outside the city tiles protected by the wall.
• Fixed bug : Frozen status is not removed from units when casting Raise Dead
• Fixed bug : Dead units were not skipped when calculating the visibility of overland tiles.
• Fixed bug : When Nightshade removed a city curse from an AI city, an incomplete message was shown in the monthly report.
• Fixed bug : Clairvoyance failed to grant Forester to non-fantastic units.
• Implemented Raise Volcano animation for the Legacy Tileset setting.
• Added a sound effect when the human player casts Disjunction.
• Each AI player will now use different hero names for their heroes.
• Vials of Noble will no longer appear in treasure after turn 120.
• Fixed bug : Warrior Leader type heroes were able to roll Mage hero abilities as random abilities instead of Warrior Mage type heroes.
• Fixed bug : Dispel report windows show 1 fewer spells being dispelled than they should.
• Fixed bug : Normal units gained +3 MP instead of +5 MP at Elite and higher level.
• Adjusted cloud terrain area size in naval combat involving a flying transport
• When flying and non-flying ships enter the battle together, up to 4 of the non-flying ships will be placed behind the cloud area instead of on top of it.
• Fixed bug : Guardian Spirit fails to provide the bonus combat stats for the defender.
• Updated the Intro animation (thanks, Slingers, Suppanut!)
• Fixed bug : Powershot vial was usable on heroes with no missile ranged attacks.
• Sorcery Conjunction now doubles SP production instead of tripling.
• Fixed bug : When a wizard's city that has the Summoning Circle is conquered, if they are currently banished, the circle is moved to their ex-fortress city anyway even though it's no longer theirs.
• Fixed bug : Buried status fails to turn damage to irrecoverable damage.
Modding
• Added DResist.CAS, this script calculates the dispel resistance of spells.
• Removed the spell specific dispel resistance settings from Modding.INI, these can now be changed in DResist.CAS
• Added DPower.CAS, this script calculates the dispel power modifier of spells.
• Added ToDefend stat to Levelbonus.INI
• NoHealing is no longer a hardcoded effect, but a proper unit flag available in Units.INI.
• GetStat and Setstat can now read/write the NoHealing flag.
• GetStat and Setstat can now read/write the maximal figure count of a unit.
• Added GetDamage() Script function to check how much damage is already on a unit.
• The amount and probability of cancelling a city curse during a pact or alliance can be changed in Modding.INI
• It's also possible to enable cancelling city curses during a peace treaty the same way.
• Hero names are now read from Heronames.INI to provide 14 different names for each hero, however, if the file does not exists, the old heronames.txt file will be used.
• Added GetHeAb() script function to check for a hero having a specific hero ability and the amount of bonus granted by it.
• Added SetHeAb script command to grant/remove a hero ability from a hero.
• Added Heroabi.INI file to modify hero abilities.
• It is now possible to define an earliest and a latest turn count for finding vials of certain abilities.
• The amount of hero abilities can be changed in Modding.INI. It is now possible to add new hero abilities.
• Minimal required food for starting capitals is now adjustable in Terrain.INI.
• Maximal ore quality allowed for starting capitals is now adjustable in Terrain.INI.
• Custom unit abilities can now be added to units in Units.INI by adding the line CustomX=Yes where X is the ID of the ability (1-20).
• AI priorities for settler destination selection are now available in Modding.INI.
Caster of Magic for Windows - v1.04.07 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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- Slitherine
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Re: Caster of Magic for Windows - v1.04.07 Update available now!!
Post by eddieballgame »
These updates are amazing, thank you.
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