Mines and Magic cover
Mines and Magic screenshot
Genre: Strategy

Mines and Magic

Minor update, early july

UI improvements
Balance changes

June patch


Fixed multiplayer game menu, "surrender" button works correctly
Added more tooltips to buttons
Graphics improvements
Bug fixes

Balance and graphics patch



Improved UI in the global map window
Multiplayer game speed has been increased
Singleplayer upgrades prices have been changed
Singleplayer levels balance have been slightly changed (earlier levels got easier)
Prices of building mines have been decreased
Frabbit gold price has been decreased: 32 -> 28
Some in-level spells got slightly cheaper
Low level castle upgrades got cheaper

Rather big update

Mine prices in gold grow slower with every mine built
Same for upgrades, higher upgrades got cheaper than they were
Castle poison now damages higher hp monsters much more
Castle poison upgrades got slightly more expensive
Researcheable units' gold prices has been reduced by about 10%
Permanent gold income gained by sending units have been increased slightly
Spider orange send metal price has been reduced 5 -> 4
Researching new units in the campaign got cheaper
Spell cards in the campaign's cards shop got cheaper
Castle upgrades UI is remade
1v1 map size has been shrinked, amount of resources and rocks have been reduced
Various bug fixes

Big patch

Singleplayer and multiplayer waves spawn closer to player's army (so, the battle starts sooner)
Game speed range in options changed [0.8 - 1.2] -> [1.0 - 1.5]
Default game speed changed 1.0 -> 1.25
Bug fix: camera movement speed not anymore affected by game speed
Singplayer campaign levels 5 and 6 has been made slightly easier (more wave end gold rewards)
Troll upgrade price reduced: 79 -> 78
Freeze spell buffed: it freezes bosses for 3 -> 4 sec, other units for 10 -> 11 sec
Leaks in multiplayer and first level of the campaign are slightly less punishable
Bug fix: hp bars doesn't anymore cast shadows
Global map mine upgrade gold cost decreased: 10 -> 9
Upgrade related mine radius bonus has been increased by 6% (easier to reach distant resources by upgrading mines)
1v1 arena has been made smaller
Weak arms spell slows down attack rate even more: -33% -> -40%
Poison spell works stronger on units with higher hp (lategame poison is now more practical)
Visual indicators added to rocks when aiming drill beam
In single player campaign the number of initial spell/artifact slots has beein increased: 1->2
Spells got cheaper in the campaign's spell shop between levels
...and some other minor bug fixes and little technical improvements

Technical update

There were a plethora of little things fixed.

But the most important change is replacement of Unity physics with my own custom physics.

This brings two important benefits:

1. There won't be any risk of breaking determinism due to Unity physics. So, network game will be more stable, with much less cases of desynchronization.

2. Now I can create a system that will make sure the game doesn't end in case of network related desynchronization, but would rather quietly pick up synchronized state from a few moments later, and fast forward to the current state maintaining synchronization this time. This will remove any desync case except when a player had completely disconnected. This system will be added with the next patch.

This patch also includes a few small balance patches. For example, "freeze" and "weak arms" spells have become stronger.

Minor update

Small balance changes
Small visual changes

Some bugs fixed

UI issues fixed in singleplayer campaign
Spells from cards taken from global map to level now work correctly

New graphics are shining

The new graphics have been optimized to work with high fps.

Other changes:
- multiplayer balance changes
- singleplayer balance changes
- some hotkeys are introduced
- various little bug fixes
- small UI changes
- multiplayer game made slightly faster


Graphics update

Graphics have been improved