Open Beta - Changelog 01.02.2023 and 02.02.2023

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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saraviga
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Open Beta - Changelog 01.02.2023 and 02.02.2023

Post by saraviga »

Hello everyone,

We are releasing an Open Beta for the new update of Master of Magic; see below the instructions on how to have access to it:

1. To Access the 'Open Beta' Branch
2. Right-Click on Master of Magic in your list of games in the Steam Library
3. Select "Properties"
4. In the menu that appears, select the BETAS tab on the left side
5. Click the drop-down list and you will see "beta - Open Beta" as an option. Select it.
6. You can now close the Preferences Menu
7. Steam should now automatically update your game to the Open Beta Branch. If it does not start automatically, click
the Update button.

If you have any feedback please let us know it, here below there is the changelog, have fun.

Changelog 01.02.2023

FIX Crash when opening Special Actions menu with Guardian Spirit in the group, while not standing on a magic node
FIX Construction screen not being able to display more than 6 skills for units
FIX Ice Storm evaluation script - set spell less valuable if spellcaster isn't at war with target
FIX Corrupted save file will no longer crash the game when opening the Load/Save window. Instead, corrupted saves will not be listed
FIX Some units considered as target even though they were invalid as a result of other, valid target units sharing unit type and health status (ie when one unit is enchanted with flying)
FIX Chaos Rift and Call Lightning - those spells weren't tested for dmg. Instead assumed there were always hits. Now corrected
Fix RequireMinBooks() - parameter "minimum" is now in use
FIX Viewing another Wizard's city containing summoning circle now shows the circle
FIX Word of Recall - now the spell doesn't work for ships unless they have a flight enchantment
FIX Undead resurrection failing automatically if the group has 9 units already
FIX Great Wasting - no more targeting sea hexes
FIX Night Shade dispel spawn correction
FIX blocked access to Research screen from Magic screen if there are no spells left to research
FIX Spell of Mastery taking -57 turns - 1 will now be displayed when the value is negative
FIX Wind Walking and Invisibility will no longer get dispelled after combat
FIX Modified scripts in the event editor to check for heroes that are also in the graveyard (modders please check your events, to make sure you are using a correct script now, this refers to searching for hero by name)
FIX Resetting enchantments after raise dead in combat
FIX Implemented a safety measure to not dispel your own enchantments
FIX Removing Endurance no longer gives movement
FIX Dispel casting by hero - now extra mana will add to spell strength
FIX Roland the Paladin and Torin the Chosen now have Super Might
FIX Endurance on item now gives the correct move bonus +1
FIX Foresters Guild now supplies the correct food bonus +2
FIX Race names for additional objects (ie battle buildings) are no longer hardcoded (this should fix some modding issues)
FIX Units with modded 2d art not generated for starting groups
FIX Rebels - there was a problem when 10 pop x 0.2 unrest created 1 rebel. Now it is corrected
FIX Neutrals summoning - they were casting summons on the wrong side
FIX Steam cannon - cannon now properly needs dwarf mine in town
MOD Dispel - now the spell can be used on your own unit with Confusion and Possession
MOD Research progress - there was problem when research slider was set to 0 but the player received research from other sources
MOD Select Wizard screen (made space for up to 3 traits with dynamically adjusting description space, paging for wizards grid)
MOD Resummoning Torin will allow him to have his past XP
MOD Tweaks to representation of construction progress on Town Screen and Town Manager
MOD Darkness, True Light, Havenly Light, Eternal Night - is not blocked by magic immunity any more
MOD Call Lightning - Bless and Righteousness no longer protect from the spell
MOD Poison - priority set to 0
MOD Immolation dmg - does not do excess dmg from one figure to another
MOD Spell Blast - cannot target Spell of Return
MOD Spell Lock - AI evaluation will return 0 if fighting against neutral units
MOD Hotkeys Q, O, I and N will now open the special actions menu, pressing the desired key again will start the task (if it is possible) - this change will standardise how the hotkeys work, as before, you could one click building roads, but not melding with nodes etc.
MOD Ghoul Poison dmg - ghouls poison attack will now also create undead
MOD Regeneration - unit with regeneration, after reviving more irreversible dmg, then normal dmg, will stay dead after battle
MOD Nature Wrath - spell attacks the owner if they have any death/ chaos books
MOD Great Wasting - spell will no longer target hexes in spell owner’s territory
MOD a unit that was dealt more irreversible damage than normal damage during battle will not be regenerated after a winning battle even if that unit had the regeneration skill
ADD Remappable hotkeys
ADD Multi hex road building
ADD Repeat unit construction toggle on Town Screen and Town Manager
ADD Second variant of "save is different" marker to show when saves are marginally different as addition to the exclamation marker shown currently on any difference
ADD Highlighting the caster when choosing a casting unit on the battlefield (helps if there are multiple casters that look the same)
ADD Notification when AI casts a spell on player wizard
ADD Notification when AI casts a global spell
ADD Show notification when AI cast a spell on player's group
ADD Notification when the AI casts a spell on player's town
ADD Army marker now showing number of turns until road building/purifying action is complete
ADD Arrow keys will switch between towns on TownScreen
ADD Confirmation popup when switching to another spell when one is already in progress on the spellbook screen
ADD Images for Great Unsummoning and Death Wish
ADD Feedback popup when player uses disenchanting spells
ADD popup after casting Great Unsummoning or Death Wish containing information about the quantity of units destroyed

Patch notes 02.02.2023

FIX crash resulting from modified location list iterator during location visibility scripts processing
FIX spell casting timer on hud not being updated correctly when loading the game when the spell ready notification was not on the 1st page of notifications
FIX crash when a source of damage tried writing information to battle log after the battle was concluded
ADD battle log entry for fortress bolt attacks
SlamDunkz
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Re: Open Beta - Changelog 01.02.2023 and 02.02.2023

Post by SlamDunkz »

Fantastic! Is there a way for gog.com users to get in on the beta, even a manual install?
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