v1.04.00 - Update Available Now!
Posted: Mon Feb 28, 2022 2:47 pm
Hi Everyone,
The latest version of Master of Magic Classic: Caster of Magic for Windows is available to download now. It is available to download via the check for updates button on the game launcher.
Alternatively;
You can download it from the product page download area https://www.slitherine.com/game/master- ... or-windows
You can also download it via the public download area here: https://ftp.matrixgames.com/pub/Castero ... .04.00.zip
The changelog can be seen below:
Bug fixes, gameplay, general
• Fixed bug : When a player starts on a tiny island with no room for placing the starting lairs, they are placed on water, causing the game to crash on the first turn.
• Fixed bug : Combat info button crashed when there were more than 4 shared global effects to display.
• Combat info can now show up to 8 shared global effects.
• Fixed bug : Ruler of Underworld shows wrong icon and isn't right clickable in the shared global effects section of the info dialog
• Fixed bug : The AI saved mana in fortress battles to use in non-fortress battles instead of the other way around.
• Fixed bug : The last menu item in the Spell Charges menu was not clickable.
• Fixed bug : New game generation might crash when Treasure Impact is selected at Lunatic and higher difficulty.
• When "Race to the Unknown" is selected, AI destination plane will now default to the "other plane" instead of the "home plane" during the early game when they don't have an enemy player to fight.
• Fixed bug : AI casts spells that get countered by Spell Ward in combat.
• Neutral units can no longer cast the Mystic Surge spell.
• Fixed bug : Dead enemy units still counted towards building destruction rate during combat if they died on a city tile.
• Fixed bug : When neutral armies decide to not attack a walled city with a flying defender, some abilities were not recongized to allow attacking a flying unit such as breath, gaze or thrown attacks.
• Fixed bug : Chaos node auras fail to grant a bonus to Fire Breath gained from Chaos Channels.
• Fixed bug : Inner Fire fails to grant a bonus to Breath or Ranged attacks gained from spell effects.
• Adjusted the diplomacy penalty mitigation caused at low relation levels.
• Previously : Change = (base change+x-1)/x where X=current relation/-25.
• New : Change = base change/x where X=current relation/-20.
• Adjusted the number of tiles affected by Armageddon, Doomsday and Roots of Genesis per turn.
• Previously : 2+(average map width/height of both planes)/10
• New : 0+(average map width/height of both planes)/4
Modding
• Added debug mode logging of generated random hero abilities when starting a new game.
• Fixed bug : Blazing March fire breath and lightning breath bonus was applied wrong.
• Fixed bug : "NodesExemptfromWizardsPacts=1" only affected display of treaty violations but not the effects.
• Settlers and Engineers are no longer hardcoded to be exempt from wizard pact checks,
• instead a new Ignorepact=1 flag is added to the UNITS.INI file to provide this effect.
• Removed the hardcoded 50% chance of rampaging monster stacks near AI cities not getting generated, and instead doubled MonsterCounterKAI in Modding.INI to contain this modifier.
• When executing scripts, recognized keywords are replaced with a code in memory.
• This allows the engine to instantly recognize the keyword on the next execution, and should make scripts faster.
• Removed unused Prisonerturn and AIHeroslot parameters from UNITS.INI. This data was always read from HERODATA.INI in the windows version.
• When a single tile or unit is being affected by a spell, movement or other effect, only the stats of units on that tile will be recalculated instead of all units.
• This should reduce the load on the unit recalculation function and should make game turns faster.
• This should make adding a unit recalculation script less of a bottleneck, but it's still expected to be one.
• GetStat and SetStat script commands now support "RangedType".
• Added script to display unit abilities and enchantments, DisAbil.CAS.
• Unit enchantments now have their Enchantment ID in Spells.INI
• Custom, new unit buff spells are now possible to add.
• Displaying the "Sharpshooting" ability on archer heroes is now in DisAbil.CAS instead of being hardcoded.
• The maximal number of unit ability icons to load can now be changed in Modding.INI
• The AI priority of overland unit buffs is now in Spells.INI.
• The AI can now cast custom overland unit buffs
• Added CustomPriorityCombat and CustomPrioritySpecial parameters to Spells.INI.
• Direct damage spells now use CustomPriorityCombat instead of CustomPriority.
• This was added to support spell types that can be cast both inside and outside combat, or using additional AI logic.
• The CustomPrioritySpecial parameter can now be used for new overland unit buffs to make them part of the AI "cheap buff spam" strategy.
• The CustomPrioritySpecial parameter can now be used for the original overland unit buffs to change their priority within the "cheap buff spam" strategy.
• GetStat and SetStat script commands now support attack,defense and resistance bonus and penalty stats. (The amount of gold and grey icons on the unit)
• Added GetEnchantmentFlag, GetOLEnchantmentflag and GetCombatEnchantmentFlag script functions.
• Added AI priority for Dispel Magic targeting of units enchanted by custom unit buffs.
• The priority depends on the spell's rarity tier. (5,7,9,12)
• Added AI priority for Dispelling Wave targeting of units enchanted by custom unit buffs.
• The priority depends on the spell's rarity tier. (1,2,2,3)
• Fixed bug : Blazing March fails to grant a bonus to Breath attacks gained from spell effects when that feature is enabled.
• Added more detailed logging of missing gold/food/mana when the AI needs to disband units.
• Unit stat calculation script is now supported. Implement the effect of your custom unit buffs and stat granting abilities there. The file is UnitCalc.CAS and needs to be enabled through Modding.INI. The effect of existing buffs and abilities is still hardcoded to maintain acceptable performance of turn times even with large maps and many units. To chance buffs, it's recommended to change the spell to use a new, custom Enchantment ID and implement the new effects as if it was a completely new enchantment.
The latest version of Master of Magic Classic: Caster of Magic for Windows is available to download now. It is available to download via the check for updates button on the game launcher.
Alternatively;
You can download it from the product page download area https://www.slitherine.com/game/master- ... or-windows
You can also download it via the public download area here: https://ftp.matrixgames.com/pub/Castero ... .04.00.zip
The changelog can be seen below:
Bug fixes, gameplay, general
• Fixed bug : When a player starts on a tiny island with no room for placing the starting lairs, they are placed on water, causing the game to crash on the first turn.
• Fixed bug : Combat info button crashed when there were more than 4 shared global effects to display.
• Combat info can now show up to 8 shared global effects.
• Fixed bug : Ruler of Underworld shows wrong icon and isn't right clickable in the shared global effects section of the info dialog
• Fixed bug : The AI saved mana in fortress battles to use in non-fortress battles instead of the other way around.
• Fixed bug : The last menu item in the Spell Charges menu was not clickable.
• Fixed bug : New game generation might crash when Treasure Impact is selected at Lunatic and higher difficulty.
• When "Race to the Unknown" is selected, AI destination plane will now default to the "other plane" instead of the "home plane" during the early game when they don't have an enemy player to fight.
• Fixed bug : AI casts spells that get countered by Spell Ward in combat.
• Neutral units can no longer cast the Mystic Surge spell.
• Fixed bug : Dead enemy units still counted towards building destruction rate during combat if they died on a city tile.
• Fixed bug : When neutral armies decide to not attack a walled city with a flying defender, some abilities were not recongized to allow attacking a flying unit such as breath, gaze or thrown attacks.
• Fixed bug : Chaos node auras fail to grant a bonus to Fire Breath gained from Chaos Channels.
• Fixed bug : Inner Fire fails to grant a bonus to Breath or Ranged attacks gained from spell effects.
• Adjusted the diplomacy penalty mitigation caused at low relation levels.
• Previously : Change = (base change+x-1)/x where X=current relation/-25.
• New : Change = base change/x where X=current relation/-20.
• Adjusted the number of tiles affected by Armageddon, Doomsday and Roots of Genesis per turn.
• Previously : 2+(average map width/height of both planes)/10
• New : 0+(average map width/height of both planes)/4
Modding
• Added debug mode logging of generated random hero abilities when starting a new game.
• Fixed bug : Blazing March fire breath and lightning breath bonus was applied wrong.
• Fixed bug : "NodesExemptfromWizardsPacts=1" only affected display of treaty violations but not the effects.
• Settlers and Engineers are no longer hardcoded to be exempt from wizard pact checks,
• instead a new Ignorepact=1 flag is added to the UNITS.INI file to provide this effect.
• Removed the hardcoded 50% chance of rampaging monster stacks near AI cities not getting generated, and instead doubled MonsterCounterKAI in Modding.INI to contain this modifier.
• When executing scripts, recognized keywords are replaced with a code in memory.
• This allows the engine to instantly recognize the keyword on the next execution, and should make scripts faster.
• Removed unused Prisonerturn and AIHeroslot parameters from UNITS.INI. This data was always read from HERODATA.INI in the windows version.
• When a single tile or unit is being affected by a spell, movement or other effect, only the stats of units on that tile will be recalculated instead of all units.
• This should reduce the load on the unit recalculation function and should make game turns faster.
• This should make adding a unit recalculation script less of a bottleneck, but it's still expected to be one.
• GetStat and SetStat script commands now support "RangedType".
• Added script to display unit abilities and enchantments, DisAbil.CAS.
• Unit enchantments now have their Enchantment ID in Spells.INI
• Custom, new unit buff spells are now possible to add.
• Displaying the "Sharpshooting" ability on archer heroes is now in DisAbil.CAS instead of being hardcoded.
• The maximal number of unit ability icons to load can now be changed in Modding.INI
• The AI priority of overland unit buffs is now in Spells.INI.
• The AI can now cast custom overland unit buffs
• Added CustomPriorityCombat and CustomPrioritySpecial parameters to Spells.INI.
• Direct damage spells now use CustomPriorityCombat instead of CustomPriority.
• This was added to support spell types that can be cast both inside and outside combat, or using additional AI logic.
• The CustomPrioritySpecial parameter can now be used for new overland unit buffs to make them part of the AI "cheap buff spam" strategy.
• The CustomPrioritySpecial parameter can now be used for the original overland unit buffs to change their priority within the "cheap buff spam" strategy.
• GetStat and SetStat script commands now support attack,defense and resistance bonus and penalty stats. (The amount of gold and grey icons on the unit)
• Added GetEnchantmentFlag, GetOLEnchantmentflag and GetCombatEnchantmentFlag script functions.
• Added AI priority for Dispel Magic targeting of units enchanted by custom unit buffs.
• The priority depends on the spell's rarity tier. (5,7,9,12)
• Added AI priority for Dispelling Wave targeting of units enchanted by custom unit buffs.
• The priority depends on the spell's rarity tier. (1,2,2,3)
• Fixed bug : Blazing March fails to grant a bonus to Breath attacks gained from spell effects when that feature is enabled.
• Added more detailed logging of missing gold/food/mana when the AI needs to disband units.
• Unit stat calculation script is now supported. Implement the effect of your custom unit buffs and stat granting abilities there. The file is UnitCalc.CAS and needs to be enabled through Modding.INI. The effect of existing buffs and abilities is still hardcoded to maintain acceptable performance of turn times even with large maps and many units. To chance buffs, it's recommended to change the spell to use a new, custom Enchantment ID and implement the new effects as if it was a completely new enchantment.