Master of Magic Classic cover
Master of Magic Classic screenshot
Genre: Strategy

Master of Magic Classic

Master of Magic Community patch - Change Log v1.60

Greating Wizards,

A new change log has been released including a general quality of life upgrade:

- An in-game interface for remapping the game's hotkeys
- Screen edge scrolling of the overland map
- An in-game editor for the game's default items (without having to use the ITEMMAKE.EXE utility)
- Context-based help in the item designer (both for crafting and for default items)
- A map generator customizer to fine tune values such as land tile counts, terrain and mineral frequencies, encounter budgets, neutral city density / strength, and many others
- A new screen to enable/disable optional patch features on a per-game basis, such as allowing Life and
- Death books at the same time, which previously required externally applying and removing optional patches
- An extra button on the first screen of new game creation that quick-starts with the last used wizard profile (restoring all selections, and going straight to map generation with a single click)
- An extended settings screen with all previously removed options restored (such as the end of turn wait), and a few more added
- Quick load functionality
- View location save/recall (8 slots, saved with the games without changing format)
- Army and city cycling on the overland map, city cycling interface buttons on the city screen
on-the-fly renaming of cities from the city screen
- A new random item generator that's not limited to attribute boost powers

Thank you for your support

Master of Magic is returning on December 13th.

Master of Magic is a name many 4X strategy fans will be familiar with, and needs no introduction.

It is the game which essentially invented the 4X genre back in 1994, a game that retained a cult following up to this day.

Back in 2020 we announced that we would be working on a new version of Master of Magic, bringing the game to the modern era and to a younger audience, a re-imagination which would still be completely faithful to the original in spirit and mood.

After years of development and many months of successful beta testing, we're now ready to announce that Master of Magic will release on December 13th.

https://store.steampowered.com/app/1623070/Master_of_Magic/

We can't wait to show you more of the game: in the two months and a half leading to its release, we'll be posting videos showcasing specific features of the game, doing let's plays on Twitch and of course we'll be back with the dev diaries from MuHa; plus, we do promise a special live stream on launch day, so stay tuned.

Caster of Magic for Windows - v1.04.06 Update available now!!

Bug fixes, gameplay, general
• Fixed bug : Rarely, units on sea might drown even if they have Flying.
• Fixed bug : When in fullscreen mode, if a teleporting unit is selected to move and the mouse leaves the playable screen area on the left side, the game crashes.
• Arrow keys can now be used to scroll the map on the Surveyor and Geomancer UI.
• It is now possible to use the keyboard for the "Ok" and "Cancel" buttons on the road building UI. (Enter or O for Ok, Esc for Cancel)
• Added option to specifically swap left and right mouse button for the overland map and unit movement in Keys.INI
• Added option to specifically swap left and right mouse button for the combat map and unit movement in Keys.INI
• Adjusted the default colors used in overland Grassland tiles.
• Fixed bug : When "Random" is selected for the number of opponents, the setting isn't stored as "Random" and gets replaced with the rolled random amount.
• Fixed bug : Doomsday fails to reduce population growth by 200 on enemy cities exceeding their maximal population.

Modding
• When a script reports an error, the text showing the code at the location of the crash is now converting the commands back to the original text instead of displaying the internally used version.
• Bonus To Hit chance granted by magic weapons is now adjustable in Modding.INI
• It is now possible to assign a default starting spell for each retort in Spells.INI
• GetStat and SetStat can now read/write the Healer unit ability flag.
• The default pixel colors for overland Grassland terrain is now in Terrain.INI
• The default pixel colors for combat Grassland terrain is now in Terrain.INI
• Fixed bug : the ! character in comments caused scripts to malfunction.
• Fixed bug : fractional numeric constants in scripts sometimes caused the game to crash.
• Spell casting costs are now calculated by the CCost.CAS script file. This should allow implementing new effects that modify costs. The cost modifiers have been removed from Modding.INI, edit the script to change them.
• It is now possible to enable Item Teleport on heroes who already ended their turn in Modding.INI

Caster of Magic For Windows 1.04.03 Patch

v1.04.03 is available now. Download and Enjoy!

Bug fixes, gameplay, general
• Fixed incompatible save issue
• Fixed bug : When 30FPS mode is enabled, the game was stuck in an endless loop when a Magic Vortex was moving.
• Fixed bug : "At most 3 vortexes can be controlled by each player!" fails to get displayed when attempting to cast a fourth Magic Vortex spell, causing the game to crash.
• AI players are now able to raise or lower their tax rates by more than one level per turn.
• AI players will now raise taxes when their income is negative as far as it provides a relevant increase in income even if it means high unrest rates.
• When disbanding units due to gold, food or mana shortage, the AI will strongly prefer disbanding units outside cities instead of units in city garrisons.
• Save slot names are now stored in Savename.INI. This should allow keeping the save slot names when moving your save files between computers manually, and should prevent loss of slot names after future version updates.
• Keys.INI can now recognize the Backspace key. ('BACK')
• Pressing the Backspace key on the overland screen autoselects the units that moved previously.
• Apprentices now require a Magic Market in addition to previous requirements to build.
• Apprentices now have 1 melee attack instead of 2.
• Fixed bug : Enemy Stealth units are visible in the city view screen
• Optimization : When loading scripts, comments are removed in memory immediately, instead of being skipped during runtime. This should speed up the processing of scripts.
• Optimization : When loading scripts, labels are removed in memory immediately, and their position stored instead of being searched for during runtime. This should speed up the "Call" script commands.
• Optimization : Variables are no longer accessed through linear search. This should make scripts significantly faster.
• Fixed bug : Evil Omens had a 150/150 = 100% modifier instead of a 150/100 = 150% modifier since the modding option for it was added.
• Fixed bug : Pressing the Done button affects all units in the current stack instead of only the selected units.
• Fixed bug : When the winner of a battle lost a high value unit, they gained a fame and the other player lost a fame instead of the other way around.
• The "No Trading" score modifier cannot be selected while "Against the Worlds" is active, as it would be impossible for the human player to trade in that mode.
• In automatic combat, when undead are raised, each unit consumes (cost*(resistance+9)/18) undead budget instead of "cost".
• This effectively means no change for resistance 9 units, double cost for resistance 18, and half the cost at resistance zero.
• Fixed bug : When the automatic combat score modifier is enabled, attacking a player and breaking a treaty shows the monthly report window covering the "cast spells" combat decision window.
• Updated the effect of the Abundance spell.
• New effect : Enchanted city's maximal population is raised by 7, but to a minimum of 18. Overfarming penalty is eliminated.
• Fixed bug : The diplomacy bonus based on attacking a mutual enemy was able to trigger regardless of the amount of enemy units killed.
• Fixed bug : The AI sometimes casts direct damage or save or die spells on targets that would take no damage/have zero chance of being affected, when no target exists that would be damaged by the spell.
• First Strike is no longer capped at dealing at most 24 damage before the enemy can retaliate.
• The following units now have Negate First Strike :
• Behemoth, Great Wyrm, Death Knight, Demon Lord, Great Drake, Sky Drake,
• Beastmaster, War Monk, Golden One, Amazon, Priestess, Paladin, Necromancer, Black Knight, Chaos Warrior, Chosen
• Supernatural now has a minimal damage of one third of the original damage instead of the less intuitive (damage-5)/2 formula.
• Chaos Spawn maintenance cost is now 5.

Modding :
• Fixed bug : AddAbilityLine script command's first parameter had no effect.
• Fixed bug : The script commands GetOLEnchantmentflag and GetCombatEnchantmentflag had their effects swapped.
• Added Ranged Bonus and Ranged Penalty to the set/getunitstat commands
• The AI will now be able to cast the Invisibility spell using units even if there are fewer than 4 enemy ranged units.
• Added UnitAura.INI to allow defining auras to show for custom enchantments.
• It is now possible to disable picking Life and Death books or any other two realm combinations in modding.INI. This rule also affects AI players and random generated wizards.
• Please note that you have to edit the predefined wizards to fit your new rules accordingly, as they are not checked for this restriction.
• Maximal level of units and heroes can now be changed in Modding.INI, including level granted by bonus effects.
• Name of each hero and unit level can be changed in Modding.INI
• Unit and Hero stat gains for each level can be changed in LevelBonus.INI
• Added UnitCalcPre.CAS script call for unit stat recalculation effects that need to be applied before other effects, such as level changing, ranged attack granting, or base stat changing effects.
• Added RequiredRealm field to Herodata.INI. When set to a nonzero value, only wizards with at least one book of that realm can acquire that hero.
• The effect of combat spells in automatic combat can now be specified in Spells.INI
• Fixed bug : "LOCAL" script command failed to work for declaring string type variables.
• The amount of item powers can be changed in Modding.INI
• Added script command GETITEMPOWER to detect when a unit is equiped by an item.
• Custom item powers are now possible.
• Set AIPriority on your custom item power to determine whether the AI prefers equipping the item on their best or worst heroes - best hero equips the set of items with the highest total priority value.
• Detailed rules (such as preferring the equipping an Iron Skin item on your low defense hero) are not supported yet.
• Added AICreationPriority parameter to Itempow.INI.
• Use this to assign an AI preference value for the power when the AI casts Enchant Item or Create Artifacts.
• Highest value (9) will always be chosen first if available, while lowest (1) is chosen last.
• Detailed rules (such as create an item with an Iron Skin power when the intended hero has low defense) is not supported yet.
• The enchantment ID of global enchantments is now in Spells.INI
• The music played by global enchantments is now in Spells.INI
• AI Disjunction and Spell Binding targeting priorities are in Disjunct.INI
• AI casting priority of global enchantments is now in Spells.INI
• Custom global enchantments are now possible.
• The Enchantment ID of city curses and buffs is now in Spells.INI
• AI casting priority of city curses, city buffs, and special spells treated as either is now in Spells.INI
• Custom city buffs and curses are now possible.
• The dispelling priority for the AI on the custom spells depends on spell rarity.
• New Spells.INI type flag : Corporeal. Makes the spell ineffective against non-Corporeal targets, the same way "Fire=True" does for Fire Immune, etc
• Save or Die and Unit Curse type spells can now use Spells.INI type flags for immunities.
• Custom Save or Die and Unit Curse type spells are now possible.
• Added script command "HasCombatGlobal" and "IsCombat".
• Custom combat global enchantments are now possible.
• Added debug mode logging of Automatic Combat casting category levels.
• Added many more unit stats and abilities for GETSTAT and SETSTAT script commands
• The First Strike damage cap feature is now possible to set to any amount of damage in Modding.INI (but defaults to being off)
• Supernatural now rounds normally instead of always down to calculate the minimal damage.

Caster of Magic for Windows - v1.03.00 Update

Hi everyone, we're releasing a new update for Caster of Magic for Windows, bringing the game to version 1.03.00.

We hope you'll like the new update. Please let us know what you think.

Changelog:
Bug fixes, gameplay, general
• Reverted 1.2.1 feature : "-The combat pathfinder will treat tiles as if they had a movement cost at most equal to the moves remaining on the unit.", as it made the displayed movement cost of tiles incorrect and caused crashes under some circumstances.
• Fixed 1.2.1 bug : When the human player casts Clairvoyance, the game crashes.
• The AI will no longer cast Darkness when Eternal Night is already in effect.
• When the player tries to cast Darkness while Eternal Night is already in effect, a warning will be given.
• Adjusted the score value of some score modifiers.
o Sandbox Mode : 40%->50%.
o Smart Familiar : 80%->92%.
o Targeting Aid : 90%->94%.
o Everything Nice : 60%->75%.
o Easy Lairs : 75%->90%.
o Undeveloped Start : 70->100%.
o No Trading : 110%->125%.
o Monsters Gone Wild : 135%->130%.
• The AI will no longer cast the Invisibility spell in combat while they have Mass Invisibility in effect
• The AI will now consider already invisible units as invalid targets for the Invisibility spell
• Fixed bug : When a player's fortress city was conquered while the Summoning Circle was in the city, the circle was not moved to another city.
• Heroes will gain +1 ranged attack per level if they have a missile ranged attack.
• Increased the base ranged attack strength of some heroes :
o Orc Archer : 7->10
o Ranger : 9->11
o Dervish : 8->9
• Capacity hero ability can now appear on any ranged hero, it's no longer limited to magical ranged units.
• Added new hero ability : Powershot. Adds +1 missile ranged per level. Same as Arcane Power but for bow users.
• Added unit status icon for the Frozen status.
• Removed "Cached Terrain" from the settings menu and added it to Modding.INI.
• Added "Show Fog of War" setting. When enabled, tiles outside the vision range of your units and cities will be darker.
• Zombies now have a 20% base chance to defend instead of a 10% penalty applied over the 30% default.
This means everything is unchanged but the effect is no longer hardcoded and can be adjusted in the UNITS.INI file.
However when loading saves from the previous versions, zombies already created before the update will have more defend chance than intended. It's recommended to update after finishing your ongoing game.
• When no unit is selected, the map view can be scrolled by the arrow keys or numpad 2/4/6/8 keys.
• Fixed bug : The Resurrection spell summoned heroes to the Fortress city instead of to the Summoning Circle.
• Increased the AI priority boost for targeting ranged units with combat attacks by 50%.
• When the AI is targeting web, targets with ranged attack strength gain bonus priority, and targets with higher melee or immolation get reduced priority.
• Fixed tax rate being inaccurate in tax.ini
• Fixed "Wall Bonus" being displayed in battles where no city wall is present.
• Fixed bug : Hero level dialog and zombie/undead raising dialog are displayed at the same time.
• When the AI's units cast a spell that has a slider cost, the unit will always use the maximal slider possible. (Unlike the wizard, the unit might get killed in battle so saving MP is not a good idea.)
• Fixed bug : Roots of Genesis produced 0.5 power per Forest tile instead of the intended 1/tile.
• Casting Wraith Form in combat will now cancel the Frozen status on the targeted unit immediately.
• The "Race to the Unknown" setting now also halves the research cost of Plane Shift
Modding
• In UNITS.INI, "Spellability" and "Spellcharges" fields are now available to add any spell with any number of charges to any unit, instead of being limited to the few spells already used by other units.
• Added AI buying priority to Buildings.INI
• The strength of node countering effect is now in Modding.INI
• Settler production costs are now in Races.INI
• Ranged attack distance To Hit penalty can now be changed in Modding.INI
• To Defend penalty applied by Mystic Surge is now in Modding.INI
• Amount of defense bonus granted by City Walls is now in Modding.INI
• Poison save modifier is now in Modding.INI
• Doom damage percentage ratio is now in Modding.INI
• Amount of minimal damage dealt by Supernatural units can now be changed in Modding.INI
• Amount of damage reduction granted by Blur and/or Invisibility is now in Modding.INI
• Amount of damage and healing done by the Bloodsucker ability is now in Modding.INI
• Necromancy ability budget is now in Modding.INI
• Experience gained by killing enemy units in battle is now adjustable in Modding.INI
• Minimal casting skill required to raise supernatural units as undead is now adjustable in Modding.INI
• The maximal building destruction percentage after combat is now adjustable in Modding.INI
• The condition for gaining additional Fame after battle can now be adjusted in Modding.INI
• Amount of MP drained by Mana Leak can be changed in Modding.INI
• The effect Immolation has on Web duration can now be changed in Modding.INI
• Fixed bug : Terror did not use the save penalty defined in Spells.INI and was still hardcoded
• The amount of combat healing done by Herb Mastery can now be changed in Modding.INI
• Fixed bug : Gate of Hades did not use the save penalty defined in Spells.INI and was still hardcoded
• The amount of experience needed for each unit or hero level is now adjustable in Modding.INI
• The total amount of road building required for completion can now be changed in Modding.INI
• The road building speed of each terrain type is now in Modding.INI
• The summoning budget of Pandora's Box is now in Modding.INI
• The amount subtracted in the formula for various treaty request rolls is now in Modding.INI
• The amount of spell trade value modifier for unavailable or already listed spells is now in Modding.INI
• The amount of power generated by each Volcano can now be changed in Modding.INI
• The amount of power generated by each Forest by Roots of Genesis can now be changed in Modding.INI
• The amount of base power generated by nodes can now be changed in Modding.INI
• The amount of extra node power from Guardian Spirits can now be changed in Modding.INI
• The amount of extra node power from Planetary Mastery can now be changed in Modding.INI
• The amount of power generated by Primal Force can now be changed in Modding.INI
• The amount of power generated by Sanctify can now be changed in Modding.INI
• The amount of gold generated by Noble heroes can now be changed in Modding.INI
• The amount of research bonus given by Sage Mastery can now be changed in Modding.INI
• The amount of EXP gained from the Enlightenment spell can now be changed in Modding.INI
• The maximal books that can be owned by finding new books in treasure is now in Modding.INI
• The first turn when heroes, items and mercenaries can be offered for hire is now in Modding.INI
• The base cost of each type of item is now in Modding.INI
• The first turn when raiders or rampaging monsters can appear can be changed in Modding.INI
• Fixed bug : The maximal starting retort and available wizard picks options had no effect when generating a random custom wizard.
• Effect of Runemaster and Chaneller on rolling the preferred spell type can now be changed in Modding.INI
• The chance for Earthquake to kill units or destroy buildings can now be changed in Modding.INI
• The upkeep cost for Time Stop can now be changed in Modding.INI
• All retort and book effects that reduce the RP cost of spells can be changed in Modding.INI
• The amount of dispel resistance granted by various retorts and spells can be changed in Modding.INI
• Retort, book and spell effects that reduce the casting cost of spells can be changed in Modding.INI
• The amount of damage and building destruction done by Magic Vortex can now be changed in Modding.INI
• The chance of Raise Volcano destroying buildings can be changed in Modding.INI
• Added the save penalty of Great Unsummoning and Final Wave to Spells.INI
• The amount of cooldown in turns for Spell Binding can now be changed in Modding.INI
• The amount of hp healed by various healing spells can now be changed in Modding.INI
• The strength of Counter Magic can now be changed in Modding.INI
• The amount of bonus resistance granted by Bless, Resist Elements and Resist Magic can be changed in Modding.INI
• The amount of bonus defense granted by Bless, Resist Elements, Weapon Immunity, Large Shield and Elemental Armor can be changed in Modding.INI
• The amount of To Hit penalty granted by the Terror spell can be changed in Modding.INI
• The amount of each type of attack bonus granted by Flame Blade can be changed in Modding.INI
• The amount and type of HP bonus granted by Lionheart can be changed in Modding.INI
• The amount of HP bonus granted by Endurance can be changed in Modding.INI
• The amount of movement penalty given by Entangle can be changed in Modding.INI
• The upkeep cost of global, unit and city enchantments is now in Upkeep.INI
• The "Spelltypegroup" field is now in Spells.INI. This determines what type a spell is internally (such as summoning or unit enchantment, etc) and should not be changed except when adding a new spell.
• The "Casting Location" field is now in Spells.INI. This determines which spells can be used in combat and which are for overland.
• The number of spells to load from Spells.INI can now be changed in Modding.INI
• Added support for new overland summoning spells.
• Base AI priority for each overland summon is now in the CustomPriority field in Spells.INI.
• The ID of the summoned unit for summoning spells is now in Spells.INI
• Added support for new combat damage dealing spells.
• For direct damage spells, it is now possible to make the damage irrecoverable or undead raising damage in Spells.INI.
• It is now possible to change which spell the AI prefers to use Spell Blast against in Spells.INI

Caster of Magic for Windows - v1.02.01 Update

We're releasing a new update for CoM for Windows. You can find the full changelog down below.

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

Caster of Magic for Windows - v1.2.0 Update

We're releasing a new update for Caster of Magic for Windows. It contains a truly extensive list of fixes and improvements. You can find the full changelog below:

Please let us know what you think of the changes listed below, as usual your feedback is important to us.

WARNING: Save files from previous versions are not compatible, as changes were needed to support the new modding features, which require additional data to be stored.

Bug fixes, gameplay, general changes:

• Fixed bug: The game crashes when the player attempts to move a unit outside the map area.
• Fixed bug: Rare and Very Rare spells can be found in treasure when it shouldn't be possible and cannot be found when it should be possible.
• Fixed bug: Armageddon and Doomsday cast by the human player doesn't increase unrest in AI cities.
• Fixed bug: Nightshade has twice the intended effect on Cathedrals
• Fixed bug: When Darkest Hour is cast by the human player, it doesn't reduce enemy research and power.
• When multiple opponents have cast Darkest Hour, the effect will be merged to one displayed line in the resource detail view.
• Fixed bug: Doomsday cast by the human player doesn't cause AI cities to shrink when exceeding maximal population.
• Multiple instances of Doomsday enchantments will now show the total population growth reduction as a single line in the detailed view.
• Racial resistance modifiers now apply to settler units.
• Fixed bug: the Leave Me Alone setting also forces the AI to build at 6 distance from their own or other AI cities in addition to the human player's.
• Fixed bug: Starting a new game with "I am the Boss" and very high player count can freeze in an endless loop.
• Adjusted the AI's "need casting skill" strategy flag to depend on difficulty level.
• Adjusted how the AI's "need troops" strategy flag depends on the number of owned cities per land size setting.
• Fixed bug: Resistance removed by Eternal Night does not display a grey icon.
• Fixed bug: Animate Dead doesn't grant +1 thrown or breath attack strength.
• Fixed bug: When the AI casts Spell Ward, a different city enchantment is applied to the city instead.
• Fixed bug: Scoring screen shows item looted from the final battle.
• The AI will not cast Stasis during Time Stop anymore.
• Fixed bug: The human player could target heroes with Animate Dead even though they were invalid targets.
• Smallest map size is now forced to be 15x15 tiles. Any settings that would result in smaller maps will raise the size to this number. This was necessary because on smaller maps, the game sometimes freezes due to not finding valid locations for objects, such as nodes.
• Fixed more spell descriptions in the documentation.
• Fixed bug: Mystic Surge fails to add Adamantium and Mithril to units.
• Fixed bug: Animated status fails to set resulting undead effects until the unit's data is recalculated twice.
• Fixed bug: End of turn healing caused by Regeneration is applied on the wrong unit.
• Fixed bug: Eternal Night reduces the resistance of the owner's units even though it should only apply to enemies.
• Fixed bug: Floating Island can appear in combat on land if it gains Flying.
• Fixed bug: Angels had Exorcise +1 instead of -1.
• Fixed bug: Focus Magic didn't convert thrown attacks to ranged.
• Fixed bug: AI and "Random" wizard starting spell selection doesn't clear selection slots 11 and above or any very rare spell slots. This could lead to incorrect spells when starting a new game after winning/losing another one, or when cancelling a previous selection and returning to the previous page(s).
• The AI will prioritize targeting enemies during war higher when targeting a Raise Volcano spell.
• The AI will prioritize players in range for a war declaration (adjacent empires) higher when targeting a Raise Volcano spell but lower than targets they are already at war with.
• The AI is now allowed to send a magic spirit to any nodes regardless of distance if they already have troops guarding it.
• Fixed bug: Raise Dead and Animate Dead couldn't be used in sea combat.
• The AI will reduce tax rates during the first 40 turns of the game if necessary to get rid of unrest and aims to have no rebels at all to maximize production output.
• Fixed bug: In Automatic Combat, army ammo is sometimes considered zero when ranged units and non-ranged units fight together.
• Fixed 1.1.1 bug: Normal Caster units don't have the Fireball Spell in their spellbook.
• Reduced the AI's chance to build Amplifying Tower in the early game.
• Fixed bug: Doom Gaze is applied once per figure instead of once per unit attacking.
• Fixed bug: Carrack consumes 1 food even though boats should not have upkeep costs.
• Fixed bug: Spell Lock didn't protect units from Great Unsummoning
• Fixed bug: Death Immunity didn't protect units from Final Wave
• Fixed bug: Mithril/Adamantium is now visible on units in the list view.
• Default Tower Budget multiplier for I Am the Boss score modifier is now 70% instead of 50%.
• Fixed 1.1.2 bug: AI starting race selection only sets the city race but fails to set the AI's home race variable. This can lead to poor AI decisions and incorrect unrest values during the game.
• Ice Bolt will no longer freeze Non-Corporeal or Immolating units.
• The AI will not add additional priority to the Ice Bolt spell based on the freezing effect if the target cannot be frozen.
• Casting Wraith Form on a unit will now instantly remove the effects of the Web spell from the unit. However, movement points will not be refilled until the start of the next turn.
• Cities on the minimap will now glow for better visibility.
• Adjusted Shore/River/Lake/Swamp/Hill pixel colour on the minimap.
• Adjusted Myrran Forest pixel colour on the minimap.
• Fixed bug: Monster Invasion event sometimes fails to generate monsters.
• Rivers now have a greatly reduced chance to turn in the same direction twice in a row.
• Changed the score modifier for Plane of Earth to 80% from 50%.
• Added new scoring option: "Standardized". This causes all opponents to use default wizards. Normal difficulty level does not have this effect by default anymore, but Easy does force using this option.
• Added new scoring option: "Plane of Water". This option increases the Sea to Land ratio, the opposite of the effect of "Plane of Earth".
• Fixed bug: "Mixed" continent size option works incorrectly and generates only continents of one random size on the Myrran plane.
• Slightly increased the default size of continents on Average and Large continent size settings.
• Fixed bug: Stream of Life effect is applied before Chaos Rift damage instead of after.
• New Feature: Pressing Ctrl+1 to 9 saves the current location on the map. You can reset your view to the saved location by pressing 1-9 afterwards. Starting a new game or loading a save file clears these saved locations.
• The AI will not cast the Fire Elemental and Construct Catapult spells if the enemy has Entangle in effect
• Fixed a few bugs that could cause the AI to cast direct damage spells on undesirable targets.
• Scoring: Size multiplier is now based on the number of land tiles in the game, instead of the plane's width.
• "No Overlap" score modifier is now worth 70% instead of 100%. Fewer cities/land tile makes the size modifier overestimate the difficulty compared to the default.
• Clarified in game help and documentation: Ruler of Heaven protects all of the caster's enchantments from dispel, not just global enchantments.
• Darkest Hour now has an additional effect: The caster's city enchantments are 100% harder to dispel.
• When the player starts on Arcanus, the maximal amount of Myrran wizards rolled is now only 1 higher than the minimal required amount instead of allowing all but one wizards to roll the Myrran retort and start there with extremely bad luck.
• Added new scoring option: "Inverted Worlds". This swaps the number of Arcanus and Myrran wizards with each other.
• Adjusted the amount of ships AI players intend to have in play.
• Fixed bug: The scoring screen sometimes displays the wrong score multiplier value (applied value was correct).
• Fixed bug: "Rebuild All" option doesn't remove then readd Housing/Trade Goods to the queue, resulting in invalid queue data.
• When neutral monsters spawn, the nearest city will be displayed instead of any city within a valid range.
• Heroes in a wizard's fortress now contribute 20% of their Caster ability instead of 1/6th.
• Fixed bug: Ships enchanted by Water Walking or Wraith Form can move on land.
• Fixed bug: The AI prioritizes targeting Warships with Wraith Form even when the new modding option to enable these units to fight on land is not enabled.
• Fixed bug: The AI uses 375 more MP on disjunction sliders than needed.
• Fixed bug: Windwalking units in the unit list view do not show "flying" as their movement type.
• Fixed bug: WindWalking units in combat can move outside the "wind" area over sea as if they had sailing movement.
• Fixed bug: Great Unsummoning and Final Wave is added to the monthly report twice for each cast.
• Fixed bug: Clairvoyance fails to show invisible enemy units in the list view.
• Fixed bug: The AI fails to use the additional slider cost on combat spells.
• Reports added during the human player's turn will now always force showing the report scroll, instead of waiting for the next turn.
• Fixed bug: Only 10% of the calculated bonus priority based on expected damage from combat direct damage spells was applied to the spell priority. This resulted in the AI failing to pick the best (highest damage) direct damage spell to cast.
• Improved the AI's decision on using spells vs shooting with Magician or similar units. Actual expected damage is now used instead of spell priority.
• Fixed intro playing speed not matching sound.
• UI improvement: Clicking one mutually exclusive retort unselects all the other ones instead of sometimes itself.
• Fixed bug: Heroes gain their level-up resistance and ranged attack bonus 1 level later than intended.
• Right Clicking on the minimap now has the same effect as Left Clicking it.
• Neutral units (garrisons in neutral cities) can now gain 1 experience per turn like units controlled by wizards.
• Fixed bug: When a unit dies to wall of fire, it doesn't get unselected.
• Fixed bug: When the AI's unit died to wall of fire when moving to perform a melee or ranged attack, it didn't abort the attack sequence.
• Fixed bug: When scrolling on the Cartographer, the validity of the Y display position isn't checked
• Fixed bug: When leaving the Cartographer, the displayed map area is a few tiles off-center of the cartographer map.
• Fixed bug: Raise Dead and Animate Dead sets the animation frame of the unit wrong.
• Fixed bug: Starting capitals use Barbarian city names instead of the correct race.
• Fixed bug: Settlers enchanted by Destiny were malfunctioning, possibly leading to crashes. Settlers are no longer a valid target for the Destiny spell.
• Fixed bug: Buying an item while autosaving for a turn does not save the received item but saves the paid price. Autosaving is now delayed until the item is stored.
• Fixed bug: After fleeing from a fortress battle, banishment animation doesn't play and the surrender choice isn't displayed.
• Adjusted the click areas of city buildings on the city view.
• Fixed bug: Chaos Surge failed to increase breath attacks strength.

Modding

• Animation Frame count and Vizier priority is now moved to Buildings.INI
• The game will no longer freeze when there are too many buildings to display in a city (as a consequence of modding building data). However, it's still recommended to use the "replaced by" feature to reduce the number of possible simultaneous buildings to an amount where this doesn't happen. Excess buildings that cannot be drawn will be impossible to sell for the player, as they cannot click on the building.
• It is now possible to change the amount of building types in Modding.INI, to add new buildings.
• Added "Iswall" parameter. This determines whether a building should be displayed in the "city wall" area instead of this being hardcoded.
• Added "OnShore" parameter. This determines whether a building should be displayed in the "shipyard" area instead of this being hardcoded.
• Added EcoSkill.CAS script to calculate the base, combat and overland skill of players. This can be used to add new buildings, spells, or other effects that change casting skill. Changing the base skill formula is not recommended.
• Added many new script commands and functions, see Scripts.txt for details.
• Tax table is now external in Tax.INI and it is now possible to change the number of different tax levels.
• Added EcoUnrest.CAS script to calculate the unrest of cities.
• Optimized the script engine to run about 50% faster. Please remember that running scripts is still significantly more computationally expensive than running an equivalent hardcoded function. Avoid making scripts that are too complex or you may experience FPS drops or slow turn times especially on scripts that are frequently used.
• Fixed bug: %F and %I have each other's effect in scripts
• Fixed bug: Space characters in scripts get removed from within string constants as if they were code.
• Fixed bug: Characters in scripts get turned to uppercase in string constants as if they were code.
• City economy data (unrest, gold, research, power, etc) calculated will be stored and will only be recalculated when something happens in the game that might cause a change in the result. This should reduce the number of calls done to these scripts and improve performance overall.
• Added EcoGold.CAS script to calculate the gold of cities.
• Added EcoProd.CAS script to calculate the production of cities.
• Added EcoPower.CAS script to calculate the power generated by cities.
• The scripts now support using <> for "not equal".
• Fixed bug: For/Next loops in scripts fail to run for the last value in the loop.
• Added EcoResearch.CAS script to calculate the power generated by cities.
• Added EcoFood.CAS script to calculate the power generated by cities.
• Added EcoMaxPop.CAS script to calculate the maximal population of cities.
• Removed Waterwalking, Windwalking, Forestwalk, Flying, etc script commands, and added a generic GETSTAT script command instead to get any unit stat or ability.
• Added Settler.CAS script to set the base stats and abilities or settlers from various races.
• The data tables used by the AI to decide which race they prefer to build settlers from are now external in AIRacepref.INI
• Spells.INI now contains AIWaterMove flag to mark which spells allow the AI to not prioritize early game shipyards.
• Added AIProd.CAS script for the AI's city production decision
• Added AIBuilding.CAS script for the AI's building priority decision
• Script error: "Variable does not exist" will now show the missing variable's name.
• Fixed bug: "Call" keyword in scripts does not work.
• Added Earth Lore area size to MODDING.INI
• Added AI maximal spirit distance and spirit exception parameters to MODDING.INI
• Fixed bug: Offensive stats and abilities had no effect on Shield, Plate and Chain Mail type items.
• Added debug mode logging of AI building priority, mandatory building decision, and unit/building decision.
• Added debug mode logging of Automatic Combat army stats
• Shift-H in debug mode now also shows AI city production and income data. This can be useful for debugging related scripts.
• Added AIPreHousing script to decide which buildings the AI buys before starting to build Housing in a new city.
• AI resources bonus values and other difficulty parameters are now external in DIFFICULTY.INI.
• The unit ID of the starting units (swordsmen) is now included in RACES.INI
• Added the maximal number of races to MODDING.INI. This allows adding new races to the game.
• RACES.INI now contains the name of each race and their home plane.
• RACES.INI now contains data fields to mark races as playable, or valid as neutrals. (Setting a system race such as Chaos Realm as a playable race will cause the game to crash.)
• Increased the maximal amount of disallowed buildings supported on races to 100.
• Added food upkeep field to Units.INI
• Conversion rate of excess food to gold can be set in MODDING.INI
• To Defend cap and cap effect can now be changed in MODDING.INI
• The AI spell rerolling feature can now be disabled or the difficulty level required to activate it can be changed in Modding.INI
• The spell table used for the AI rerolling feature is now external in AIReroll.INI
• Combat movement costs of each tile type and relevant special movement ability is now in Modding.INI
• Overland movement costs of each tile type and relevant special movement ability is now in Modding.INI
• Road movement costs are in MODDING.INI
• Added a parameter in MODDING.INI to adjust the chance of a river turning in the same direction twice in a row.
• Added a setting to MODDING.INI that disables the secondary effect of control changing spells (Confusion, Possession, Creature Binding) where they irrecoverably kill the unit. Disabling this feature might lead to unwanted side effects, such as Raise Dead reviving units to fight for the enemy side. Use this option at your own risk.
• Added FORTLIG.CAS script to calculate fortress lightning strength and duration.
• Added logging of the fortress lightning strength and duration during debug mode.
• Score modifier names, display order and score value are now external in SCORING.INI
• It is now possible to add new score modifiers by raising the maximal amount in SCORING.INI
• Calculated map size is capped at 200x200. This should prevent any crashes caused by raising map size related values in the modding.ini file too high.
• Added debug mode logging of dispel effect strength and resistance when Dispel Magic, Dispelling Wave, Disillusionise, Disenchant Area, or Disjunction is cast.
• Item power data is now external in ITEMPOW.INI
• Maximal house type ID is now in MODDING.INI
• Increased several data structure sizes to make it possible to implement modding for related features in the future without losing save game compatibility in those updates. (such as maximal number of spells)
• Added "ForceDebug" option to Modding.INI to make the game always start in debug mode.
• The rate of hero caster ability to wizard skill is now in Modding.INI.
• Added an option to MODDING.INI to enable non-corporeal ships to enter land and combat on land. When this option is enabled, the AI should recognize these units as being able to carry their stack on land tiles, however it will not actively pursue using this as a strategy by prioritizing boats as the targets for the Wraith Form spell.
• EXP gain per turn for neutrals feature can now be disabled in MODDING.INI
• When Earth Lore AOE is changed, the targeting will now show the correct area instead of the default.
• Added Modding.INI setting for number of city names in citynames.ini