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Operating system changes (12.05.2015)

• We have added a Linux-compatible version of Master of Magic for all three languages (English, French, German).
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Master of Magic: Caster of Magic Update 6.04 (8 July 2020)

- Fixed bug : Sage Master adds +33% research instead of the intended +25%.
- Fixed several inaccurate texts in the game help entires.
- Removed leftover combat AI attack targeting priority code that reduces priority by -10 on targets with attack less than half the attacking unit's defense which was referencing a no longer used and unset variable to check for enemy defense.
- Units standing on non-gate tiles protected by City Wall no longer have their combat melee attack targeting priority set to -20, instead the priority is decreased by 5 only. This should help the AI pick the correct target after entering the tiles inside the city. (units on the gate, or when the attacker is a Wall Crusher, still receive +5 priority, as eliminating that unit helps other units to gain access to the inside of the city)
- Fixed bug : The AI checks the wrong type of immunity when deciding if a unit is allowed to cross Wall of Fire. (Fire Immunity was working as intended, but instead of Magic Immunity, Cold and Death were checked.)
- The AI now recognizes combat Stasis as a curse that needs to be removed when calculating Dispelling Wave combat priority.
- Fixed bug : AI prioritizing targeting the unit at the city gate with Web above all other units had no effect. However, this priority will now only apply if the target is a flying unit.
- The AI will avoid targeting units affected by Stasis in combat using Web and Mind Storm.
- Fixed bug : AI calculates targeting priority for Life Drain and Syphon Life wrong, resulting in not properly recognizing differences in expected damage output.
- Fixed bug : AI prioritizes units with Purify instead of Invisibility as targets for direct damage.
- AI combat direct damage target selection : flying targets get 25% higher additive priority instead of 50% higher multiplicative.
- AI combat direct damage target selection : expected damage dealt beyond the target's remaining hp+3 is ignored in the priority. (damage is random but at this much extra it's high enough chance the target dies so any further is a waste)
- AI combat direct damage target selection : If a target is expected to die, priority increases by (9+cost of unit/20) instead of units costing 250 or higher increasing priority to 4 times the original and other units receiving no bonus priority at all.
- Adjusted calculation for spell priority to match the above 2 changes.
- AI unit resistance based spell targeting priority : If the spell directly or indirectly kills the unit (Black Sleep, Confusion, Creature Binding kills indirectly), success rate has to be at least 10% for heroes, 20% for units costing 150 or more, and 30% for everything else. If the spell does not kill the unit even indirectly then the rate has to be 30%. If the success rate is below, the AI treats the unit an invalid target. (Shatter and Possession are except from this update as they are limited to normal units which will rarely be important enough to risk the below 30% chance, so these spells still require a 30% chance to be cast. Previously spells directly killing units required 10% while other spells 30% regardless of what the target was. This meant even if there was a 20% chance to confuse a demigod hero, the AI ignored the opportunity. Note this is only a change for targeting validity. Targets with a low success rate still result in lower priority to actually select and cast that spell, but it is now an option.)
- Warp Creature is now on the list of spells the AI will avoid casting in unimportant battles while banished to save mana.
- Fixed bug : additional priority to cast Flight on nonseaworthy melee units in naval combat had no effect.
- The above bonus priority now also applies to Wraith Form
- Fixed bug : AI considereder Air Elemental summoning as a strategy to stall when the fastest own unit was faster than speed 4 instead of when the fastest enemy was slower than 5.
- Fixed bug : The AI cannot target units with Magic Immunity using Warp Wood even though the spell affects those units.
- Fixed bug : The AI will avoid casting healing and reviving spells in unimportant battles while banished to save mana when the target is a powerful unit, instead of when the target is a weak unit.
- Fixed bug : The AI wasn't able to target enemy units using Animate Dead.
- Fixed bug : Massacre and Holy Word priority is calculated wrong : fewer living figures in the unit resulted in higher priority to cast instead of lower.
- Fixed bug : AI spell priority calculation for Mana Leak checks enemy city wall presence wrong.
- AI Wave of Despair now correctly checks for the only affected unit being combat summoned Wild Boars instead of combat summoned Centaurs.
- Fixed bug : Combat cast Wraith Form didn't protect from Entangle's effect.
- Fixed bug : Combat turn ends when all units were unable to move but a control changing spell (Confusion, Possession, Creature Binding) successfully gave the player a unit that can be moved.
- Fixed bug : Housing formula can yield a negative bonus growth in extreme cases (very bad terrain+slow growing race) -Housing formula now yields a minimum of +40 growth before the modifier for rebels/farmers.
- Fixed bug : When an outpost is destroyed that had a Summoning Circle, the circle isn't moved to the owner's fortress.
- It is no longer possible to lose 1 mana crystal on rounding while using Alchemy.
- The AI is now allowed to send units into and use towers that have no garrison but were last used by a non-enemy player, displaying their flag color.
Post edited July 20, 2020 by surfer1260
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surfer1260: Update 6.04 (8 July 2020)

- The AI now recognizes combat Stasis as a curse that needs to be removed when calculating Dispelling Wave combat priority.
- Fixed bug : AI considereder Air Elemental summoning as a strategy to stall when the fastest own unit was faster than speed 4 instead of when the fastest enemy was slower than 5.
- Fixed bug : Massacre and Holy Word priority is calculated wrong : fewer living figures in the unit resulted in higher priority to cast instead of lower.
- AI Wave of Despair now correctly checks for the only affected unit being combat summoned Wild Boars instead of combat summoned Centaurs.
.

Judging by some of the spell names and such I take this is a changelog for Caster of Magic and not Master of Magic as tread title implies, yes?
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Enneagon: (...) this is a changelog for Caster of Magic and not Master of Magic as tread title implies, yes?
Yes, these optimazations apply to CoM.
hmmm got a Patch today over GoG Galaxy for Master of Magic.
Are there any Patchnotes?
It's for Caster of Magic.
At the end of the document, version 6.05:

http://seravy.x10.mx/CasterofMagic/CASTEROFMAGIC.HTML
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Master of Magic: Caster of Magic

Update 6.05 (9 September 2020)

● Fixed bug : Fortress Lighting strength cap wasn't applied.
● Fixed bug : Single tile Mountains add 10% production instead of 7%.
● Fixed bug : Clicking on farmers in a city that has too much unrest to have enough minimalfarmers available sets an impossible amount of farmers, resulting in production turns displaying the wrong number.
● Raise Dead now revives units with 50% hp left, even if the unit is multi- figure, instead of half the number of figures rounded down.
● Increased AI trade value for Fire Elemental (3- >4)
● Increased AI trade value for Warp Wood (1- >3)
● Reduced AI trade value for Armageddon (54- >53)
● Increased AI trade value for Efreet (30- >32)
● Reduced AI trade value for Stream of Life (29- >23)
● Reduced AI trade value for Blizzard (24- >22)
● Increased AI trade value for Fire Storm (22- >25)
● Increased AI trade value for Invisibility (26- >30)
● Reduced AI trade value for Survival Instinct (36- >35)
● Fire Elemental casting cost is now 16 instead of 20.
● Removed Web Spell from Huntress hero (as it prevented using item charges), added +1 random ability.
● Efreet resistance reduced by 1, Doom Bat resistance increased by 1.
● Fixed bug : Clicking on heroes on the army screen sometimes freezes the game.
● The - 4 unit production priority modifier of Perfectionist AI cannot drop the unit production priority below the baseline anymore. (What this effectively means, the AI cannot have 0% chance to build units below having 7 units in the garrison, instead of this treshold dropping down to 3 units which made Perfectionst wizard cities extremely undergarrisoned for a fairly significant period of time at the beginning of the game.This change has no effect on how much fewer units the AI builds later on when military buildings raise the priority above the default, it only affects cities that have no military buildings or special ores to boost unit production priority.)
● Darkness now costs 20 MP.
● Fixed bug : Units casting a spell does not set the “used up both melee attacks” flag on the unit, resulting in the unit gaining additional movement when affected by a movement modifying effect (Logistics, Haste, etc)
● Added “Encounter Zones and Treasure” section to the documentation
● Changed the number of easy lairs generated from 17+(2land size) to 20+(4land size)
● Changed the number of hard lairs generated from 6+(5land size) to 3+(3land size)
● Changed monster budget of easy lairs on Arcanus from 130- 700 to 130- 1300.
● Changed monster budget of easy lairs on Myrror from 130- 1000 to 130- 1600.
● Changed hard arcanus lair monster budget from 300- 3250 to 900- 3250.
● Changed hard myrror lair monster budget from 300- 3750 to 900- 4350.
● Colossus monster budget cost changes from 1100 to 1200.
● Demon Lord monster budget cost changes from 1500 to 1200.
● Great Lizard monster budget cost changes from 333 to 290. (This enables Great Lizard to appear in lairs with budgets between 1000 and 1500)
● Unicorns monster budget cost changes from 200 to 240.
● Angel monster budget cost changes from 375 to 450.
● Great Wyrm monster budget cost changes from 900 to 1000.
● Nagas monster budget cost changes from 170 to 140.
● Ghouls, Sprites monster budget cost changes from 80 to 90.
● Skeletons monster budget cost changes from 20 to 30.
● Phantom Warriors monster budget cost changes from 40 to 30.
● Gargoyles monster budget cost changes from 140 to 160.
● Changed Tower of Wizardry budgets from 2300- 4700 to 1800- 4700.
● Towers of Wizardry are required to have at least one monster that has over 300 budget.
● Fixed bug : Surveyor shows 50% bonus production instead of 100% on cities that have Inspirations.
● Fixed bug : Dispelling Wave dispels own Guardian Spirit effect in combat for AI players.
● Changed treasure generation order : Uncommon and Common spells are now generated after medium and high value items instead of before. This makes sure the higher value items will see the full available budget of locations so placing a spell first will not block a location from having a high quality item by spending some budget on a cheap spell.
● Myrror no longer gets a 25% treasure budget bonus. The larger monster budgets on the plane increase the treasure budgets as well, which raises the probability of Myrran locations getting selected for higher value treasures meaning that Myrran treasure is noticeably better even without the bonus, making the bonus obsolete and contraproductive. (as it both results in fewer quality items being placed on Arcanus as well as more gold/mana being placed overall while the total amount of useful treasure is predetermined globally for the whole game in the current system.)
● Fixed bug : Blood Lust granted by Mystic Surge in combat does not double attack power.
● Fixed 6.04 bug : When targeting direct damage spells, the AI only adds 1/10 additional priority for killshots than intended often resulting in targeting other units that survive the hit instead.
● AI combat spellcasting, C group buffs (Heroism, Lionheart,Invulnerability, Iron Skin) gain extra priority to match B group buffs in the combat situation when B group would outprioritize C group. (this was why the AI casts True Sight before Lion Heart and Invulnerability in many cases)
● Fixed bug : AI never casts spells using heroes that have over 127 MP.
● Fixed bug : A rampaging monster stack that contains a windwalking and a walking unit on an ocean tile cannot move.
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Seravy2: It's for Caster of Magic.
At the end of the document, version 6.05:

http://seravy.x10.mx/CasterofMagic/CASTEROFMAGIC.HTML
Thanks for the reply! :)
I got an update today - what is it?
6.06
-fixed bug : Number of turns between two events is counted from starting wizards.exe instead of the previous event.
-Fixed sound glitch when casting Lycantrophy (by Drake178)
-Fixed bug: the world generator doesn't use every intended tundra graphic (by Drake178)
-Holy Arms now affects units depending on their base unit type instead of current, like Holy Weapon. (Meaning it works on chaos channeled or undead normal units like Holy Weapon does.)
-Fixed a bug that causes the game to crash if one player knows every possible combat spell in battle. (Note that this is not possible without using a save game editor, and there might be more similar problems in the executable so doing so is still not recommended!)
-Fixed bug : AI casts True Sight on units that have Illusion Immunity in combat
-AI production BUY priority : Smithy is now priority 2
-AI production BUY priority : Smithy is now priority 1 in cities below 7000 people
-The AI will only prioritize Magic Market and Marketplace as an immediate purchase if they are planing to do Housing in that city afterwards. Otherwise normal building priority rules apply.
-In the above case, Magic Market is only built before Housing on Expert and higher difficulty.
-In the AI Housing decision formula, a multiplier of 0.8 has been added for (maxpop+race growth) because in most cases, available production bonus sources make housing stop being the most efficient choice earlier than it would normally be.
-The AI will now consider building a Marketplace first mandatory below 250 gold instead of below 100 gold.
-AI Raise Dead and Animate Dead targeting : changed preferred AOE for defending side so it can no longer overlap with the city wall/tower tiles.
-Fixed bug : Raise Dead doesn't refresh the level of the raised unit when removing heroism
-Changed rampaging monster stack budget formula :
(Difficulty+1)*(Difficulty+Turn-16) => (Difficulty+1)*(Difficulty+Turn-24)+16
-Changed strongest rampaging monster formula :
60+(2+Turn)*Difficulty/2 => 60+(Turn*1.25-33)*Difficulty/2
This means difficulty has less influence at the beginning, but its influence grows faster as turns elapse.
-Chaos Spawn gains Illusion Immunity
-AI research categories : Angel and Stone Giant were moved into the “good rare summoning spell” category from the “weak rare/good uncommon” category.
-Fixed bug : Neutrals cannot attack AI cities that have 3 or more population.
-Neutrals will now prefer to attack cities that are at least population 3 and will prioritize attacking outposts the lowest.
-Fixed bug : Chain transportation rules are being checked for the transports themselves, preventing valid moves occasionally.
-Fixed bug : During AI Raze decision, units on the opposite plane but same continent ID are not excluded.
-Fixed the same for AI Production/Buy analysis
-Fixed bug : During AI single continent reevaluation, allied cities on the other plane but same continent ID are not excluded.
-Fixed the same as above for non-allied cities.
-Fixed the same for AI Main Action Continent selection
-Fixed 6.01 bug : new map generator can rarely run out of available continent indexes, causing crashes (by Drake178)
-Holy Bonus now affects ranged attacks
-Replaced overland path finding algorhithm (by Drake178)
This should make AI turns in the late game when a lot of units are moving considerably faster.
-Fixed bug : AI miscalculates food and loses a unit to starvation when it owns a city with fewer farmers than minimally required due to high unrest.
Ah, that sweet modding cycle: changing something in a game, then reverting it back, then finding new bugs caused by constant changing and reverting, then introducing new 'balance' features, then 'rebalancing' them, then rolling back to original values... and so on.
Master of Magic: Caster of Magic

Standalone installer updated: [Windows] CM 6.0.7 ⇒ CMFW 1.0.0.

Caster of Magic is still at v6.0.7; they have only added a new launcher that allows you to buy CoM for Windows.

https://www.gog.com/forum/general/the_unannounced_gog_new_game_thread/post347
Post edited April 22, 2021 by surfer1260
Standalone installer updated: [Windows] Caster of Magic 4 windows v1.02.00.00 ⇒ CoM4Win v1.02.01
.
Changelog:

Bug fixes, gameplay, general
• Fixed bug : Game rarely crashes due to integer overflow if a hero unit has extremely high stats.
• Memory for saving is now allocated at startup instead of during the save thread creation. This should prevent random crashes while auto-saving at the beginning of a new turn.
• Fixed bug : When Engineers build roads, the last tile was not built.
• Added exception handling for the save thread.
• When saving fails for any reason (low disk space, no write permission, etc), a red "saving failed" message should show up instead of the game crashing.
• Fixed bug : Raise Dead prevented regeneration and destroyed items when the raised hero died again due to setting the damage type to irrecoverable in addition to adding the "no healing" status, this side effect was not intended.
• Fixed bug : When fleeing, it was possible to flee to the same tile the unit was fleeing from, or fail to flee even though there was still room available.
• Fixed bug : When the defender was fleeing from a tower, the plane of the unit wasn't set to the plane they were fleeing into.
• Fixed bug : The Shadow Demon's ability to change planes didn't check whether the destination tile contains a lair or enemy city.
• Fixed bug : Zombie Mastery fails to raise your own units as zombies when they die, only affected units owned by the enemy.
• Fixed bug : Research cost reduction for picking 9 or more books had no effect.
• The AI will be massively less likely to choose melee attack in combat instead of ranged when the melee attack cannot reach the enemy that turn.
• Fixed bug : the AI didn't check for the presence of a city before using the Plane Shift ability on Shadow Demons, resulting in shifting the units out of garrison and leaving cities undefended.
• When the AI is selecting targets for combat attacks, excessive overkill damage will no longer count into the calculated priority.
• Adjusted AI additional priority based on the melee attack of targets when performing a ranged attack.
• Further reduced the AI's priority of targeting combat summons with attacks.
• The AI will prioritize attacking targets that have MP remaining or spell charges from an ability higher.
• The AI will prioritize direct damage spells on targets that have MP remaining or spell charges from an ability higher.
• The combat pathfinder will treat tiles as if they had a movement cost at most equal to the moves remaining on the unit. This should prevent the AI trying to go around cost 2 tiles using speed 1 units when going through the tile would be faster.
• Spells that target overland terrain will now hide the units to improve the visibility of terrain while selecting targets.
• Added new scoring option : Treasure Impact.
• Significantly increases high quality treasure. AI players will generally pick fewer spellbooks in a single realm and prioritize clearing lairs/nodes higher.
• The following treasure is added (when the map size is too small to include all of this treasure, less might be added):
--- +2 books, retorts or very rare spells on each plane for each opponent in the game.
--- +3 rare spells for each opponent in the game
--- +2 super high budget items (3000+) for each opponent in the game
--- +3 high budget items (2000+) for each opponent in the game.
• Fixed bug : "Warp Node has been dispelled" is shown even when neither the caster of Warp Node nor the caster of Disenchant Area is the human player
• The scoring option "Tree Mastery" is now worth 100% score instead of 60%.
• Show Enemy Moves will now only show moves that happen within 8 tiles from the player's cities. This value can be changed in Modding.INI.
• When AI players cast overland spells that target an enemy stack, they can only target stacks that are either in the scouting range of their units, or no more than 25 tiles from their closest city.
• These values can be changed in modding.INI. This feature affects the spells : Dispelling Wave, Stasis, Fire Storm, Blizzard.
• Added "Random" option for number of opponents.
• Fixed bug : Purify order is not cleared from the unit when it is complete, only one turn later.
• Fixed bug : Meteor event fails to deal 12 damage to units.
• Fixed bug : Wall Bonus icon is not shown on units at the center city tiles.
• Fixed bug : Typo in script caused Darkest Hour to reduce the power/research of the wrong player(s).
• At the start of the new game, "Turn1.sav" will be created in addition to the normal autosave file, if the Backup Saves option is enabled.

Modding
• Whether a building requires Tree of Knowledge to be cast can now be changed in Buildings.INI
• Retort names and pick costs are now moddable in Retorts.INI
• Which retorts are mutually exclusive can now be changed in Retorts.INI
• Added "hideunits=1" spells.ini parameter.
• Added Modding.INI options to toggle whether the Show Enemy Moves option shows allied or pacted movement or not.
• The first turn when the AI can declare war or attack the player can now be changed in Modding.INI
• Production, food and gold given by terrain can now be set in Terrain.INI
• Food produced by Wild Game can be set in Terrain.INI
• The first turn the AI is allowed to break towers is now in Modding.INI
• Added logging of stored predefined items when forcedebug=1 and converting items.ini to items.dat
________________________________

Standalone installer updated: [Windows] Caster of Magic 4 windows v1.01.02.01 ⇒ Caster of Magic 4 windows v1.02.00.00.
Changelog

Standalone installer updated: [Windows] CoM4Win v1.01.02 ⇒ Caster of Magic 4 windows v1.01.02.01.
No Changelog

Standalone installer updated: [Windows] Caster of Magic 4 windows v1.01.01 ⇒ CoM4Win v1.01.02.
Changelog

Standalone installer updated: [Windows] Caster of Magic 4 windows 1.01.00 ⇒ Caster of Magic 4 windows v1.01.01.
Changelog

Standalone installer updated: [Windows] Caster of Magic 4 windows 1.00.06 -A ⇒ Caster of Magic 4 windows 1.01.00.
Changelog

Standalone installer updated: [Windows] Caster of Magic 4 windows 1.00.05 ⇒ Caster of Magic 4 windows 1.00.06 -A.
Changelog

Standalone installer updated: [Windows] Caster of Magic4 windows 1.00.04 ⇒ Caster of Magic 4 windows 1.00.05.
Changelog

Standalone installer updated: [Windows] CMFW 1.0.0 ⇒ Caster of Magic4 windows 1.00.04.
Changelog
Master of Magic: Caster of Magic for Windows

Standalone installer updated: [Windows] CMFW 1.04.034 ⇒ CMFW 1.04.04.
Hi Everyone, the v1.04.04 patch is available to download now.

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 number of existing units.
________________________________________________________


Standalone installer updated: [Windows] CMFW 1.04.02 ⇒ CMFW 1.04.034.
Changelog

Standalone installer updated: [Windows] 1.04.01 ⇒ CMFW 1.04.02.
Changelog

Standalone installer updated: [Windows] 1.04.00a ⇒ CMFW 1.04.01.
Changelog

Standalone installer updated: [Windows] 1.02.01 ⇒ 1.03.00.
Changelog
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ZFR: Operating system changes (12.05.2015)

• We have added a Linux-compatible version of Master of Magic for all three languages (English, French, German).
Is there a reason these explanations are appearing in forum posts rather than in our game pages under changelog?