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.
We are releasing a new update for Caster of Magic for Windows today.
You can find the full changelog down below. Please let us know what you think of those changes.
[u][b]Changelog:[/b][/u]
-Fixed bug : Consecration converts deserts and volcanoes
-Fixed bug : When AI players are failing to summon a hero, the failure message is shown as if the player used the spell
-Fixed bug : In Automatic Combat mode, Caster ability has no effect on units that don't have ammo such as Demons or Archangels.
-Fixed bug : When the AI has the exact amount of mana needed to cast a slider spell,
"Slider calculation error" is displayed due to rounding inaccuracy.
Actual gameplay is not affected as invalid slider values default to zero.
-Fixed bug : Researching Spell of Mastery only prevents being countered by Spell Ward, it doesn't affect Counter Magic or Node Aura.
-Fixed bug : It is possible to dispel your own Spell Lock with Dispel Magic in combat
-Fixed bug : Raise Dead and Animate Dead spells don't set "undead damage" on the unit to zero. This is supected to be the cause of units being raised with zero figures remaining.
-Fixed bug : There is overlap between the wizard gem and treaty status clickareas on the wizards screen
-Fixed bug : AI can cast Transmute on tiles that have no ores.
-Added debug mode logging of AI Transmute target selection.
-Fixed bug : Monster Invasion event can spawn monsters on the poles.
-Fixed bug : Monster Invasion event can spawn monsters around neutral towns.
-Added debug logging on measured city distances during monster invasion event.
-Fixed bug : Spell Binding and Resurrection cast by the human player still causes crashes.
-Fixed alchemy background : "Power" should be "Mana"
-Healing Aura will no longer play sound and animation if there is nothing to heal
-Added support for placing black bars around the game in fullscreen mode.
The desired game size and position within the black area can be set up in WINDOW.INI
-Fixed bug : Necromancy can raise enemy units you controlled at the time they died (for example by Possession). Now you have to own and control the dead unit at the time it died to raise it, as intended.
-Fixed bug : Lakes in the surveyor don't display "Cities cannot be built on Water".
-Added new Modding.INI options : Tower monster budgets.
-Added new Modding.INI options : Node monster budgets.
-Added new Modding.INI options : Weak and Strong Lair monster budgets.
(More Modding.INI features are planned for future updates.)
-Fixed bug : Automatic Combat can mark retreating living units as "raise to undead" on the loser's side if the winner has Death magic or Life Steal/Create Undead ability. Later those units will be raised as undead when they die in a battle, even if they suffered no undead creation damage in that combat.
-When displaying centered text, if it would extend beyond the edge of the screen, it'll be pushed left/right as necessary. This should prevent crashes caused by long city names with an unusually high number of wide characters in them.
-Fixed bug : Confusion rolls its effect at the start of the current controller's turn instead of the original owner's, effectively allowing the unit to move twice if they change controllers.