News Liste Master of Magic Classic
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 : o +2 books, retorts or very rare spells on each plane for each opponent in the game.
o +3 rare spells for each opponent in the game
o +2 super high budget items (3000+) for each opponent in the game
o +3 high budget items (2000+) for each opponent in the game.
When the map size is too small to include all of this treasure, less might be added.
• 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
Release:01.09.1994
Genre:
Strategie
Entwickler:
SimTex
Vertrieb:
Slitherine Ltd.
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop