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Important announcement!

A tangent from this other thread, I'm curious about the bug fix, has it been rolled out? I'm not sure how Steam will update the mod. In the past, with grabbing updates manually from your website, I made sure to protect MAGIC.SET to keep my Hall of Fame and I'm a little worried Steam updates will overwrite it.
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Not yet. I want to playtest a little before sending the update to Slitherine. I expect to do it in 1-2 days. We'll see when and how the update becomes public after that.
It might be a good idea to backup your magic.set file whenever a new highscore is added.
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Sent version 6.01 to Slitherine.

You can expect these changes :


Quote:6.01
-Fixed bug : predefined items with Invisibility or Invulnerability can't be generated even beyond the intended turn of 100. (note, this did not affect random generated items, those could have had these item powers on them.)
-On Normal and Easy difficulty, the AI will engage enemies in melee with ranged units that run out of ammo, even if their attack strength is low.
-On Fair difficulty, Neutral enemies will not try to use any of the stalling tactics.
-Fixed bug : Attempting to cast Holy Weapon when Holy Arms is in effect fails to display the correct warning message and might cause the game to crash.
-Fixed bug : Moving units with the keyboard bypasses the planar check.
-Map generation continent size is now more accurate and continent generation is faster. (thanks, Drake178!)
-Fixed 5.7 bug : game sometimes crashes or corrupts memory when AI is trying to flee.
-The AI will no longer flee from battles where all their remaining units are Confused and switched sides for the turn.
-On Easy difficulty, enemy wizards are now forbidden from being Chaotic personality in addition to the previous restrictions.
-Overland spells now have a Counter-resistance vs Nightshade equal to their base cost. Cost modifiers (such as Evil Omens or Specialist) will not alter the success rate.
-Overhauled the “base cost” vs “effective cost” handling for overland spells. This fixes the bug of incorrect Spell Blast costs during Evil Omens.  Spells that use the spell slider : Disenchant Area, Disjunction and Dispelling Wave are excluded from this fix : Their slider cost still affects the dispelling power and the other cost modifiers still do not. Yes, this means Spell Blast might still counter these for a negative cost during Evil Omens, that can't be helped.
-Added a FAQ section to the document.
-Fixed bug : Towers are sometimes generated too close to the X edges of the map, especially on smaller maps.
-The frequency of generated rampaging monsters is now scaled down if player count is lower than 4 to compensate for having fewer players the monsters can attack.
-Overexpansion warnings will never trigger below 5 cities even if it's the early game on smaller landmass sizes.
-Fixed bug : The AI casts Dispelling Wave against Wall of Shadows when they are defending instead of when they are attacking.
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Someone reported the version on Slitherine's website to have issues so I replaced the link in the first post with the GoG version.
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(March 19th, 2020, 16:49)Seravy Wrote: Sent version 6.01 to Slitherine.

You can expect these changes :


Quote:6.01
-Fixed bug : predefined items with Invisibility or Invulnerability can't be generated even beyond the intended turn of 100. (note, this did not affect random generated items, those could have had these item powers on them.)
-On Normal and Easy difficulty, the AI will engage enemies in melee with ranged units that run out of ammo, even if their attack strength is low.
-On Fair difficulty, Neutral enemies will not try to use any of the stalling tactics.
-Fixed bug : Attempting to cast Holy Weapon when Holy Arms is in effect fails to display the correct warning message and might cause the game to crash.
-Fixed bug : Moving units with the keyboard bypasses the planar check.
-Map generation continent size is now more accurate and continent generation is faster. (thanks, Drake178!)
-Fixed 5.7 bug : game sometimes crashes or corrupts memory when AI is trying to flee.
-The AI will no longer flee from battles where all their remaining units are Confused and switched sides for the turn.
-On Easy difficulty, enemy wizards are now forbidden from being Chaotic personality in addition to the previous restrictions.
-Overland spells now have a Counter-resistance vs Nightshade equal to their base cost. Cost modifiers (such as Evil Omens or Specialist) will not alter the success rate.
-Overhauled the “base cost” vs “effective cost” handling for overland spells. This fixes the bug of incorrect Spell Blast costs during Evil Omens.  Spells that use the spell slider : Disenchant Area, Disjunction and Dispelling Wave are excluded from this fix : Their slider cost still affects the dispelling power and the other cost modifiers still do not. Yes, this means Spell Blast might still counter these for a negative cost during Evil Omens, that can't be helped.
-Added a FAQ section to the document.
-Fixed bug : Towers are sometimes generated too close to the X edges of the map, especially on smaller maps.
-The frequency of generated rampaging monsters is now scaled down if player count is lower than 4 to compensate for having fewer players the monsters can attack.
-Overexpansion warnings will never trigger below 5 cities even if it's the early game on smaller landmass sizes.
-Fixed bug : The AI casts Dispelling Wave against Wall of Shadows when they are defending instead of when they are attacking.

I didnt play 6.01 yet, but in 6.0 Floating island still costs 90 to summon although it's descriprion says it costs 45
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I noticed as well. I suspect they published the January 18 version instead of the February 21th one and never updated ever since, but it's also possible I simply forgot to include the Spelldat.lbx file.
They still haven't responded to my email sending version 6.01 yet.
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Another nice article on your work mate. Slitherine also drop more hints about MoM2.
https://www.vice.com/en_us/article/n7jm4...turned-dlc
Civilization Mods/Scenarios:
Civ1 Soundtrack Overhaul mod, ToT Graphics for Civ2MGE mod, Star Wars Civ2 Scenario, Heroes of Might & Magic Civ2 Scenario, Wonxs C&C Civ2 Scenario Remaster, Red Alert 2 Siege of New York Civ2 Scenario, Civ2 Master of Magic Jr Scenario Remaster For ToT, Attilas Conquest - Play as Barbarians in every Civ game Scenario Series.

[Image: BGx3xEC.gif]
Blake's Sanctum:
- TC Mods: Quest for Glory IV 3D Hexen, & Star Trek Doom 2
- Game Shrines: Age of Wonders, Babylon 5 Fan Games, Civilization, Command & Conquer, Elder Scrolls, Dune Games, Final Fantasy, Freelancer, Heroes of Might & Magic, Imperium Galactica, Master of Magic, Quest for Glory, Starflight, & Star Trek Games
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3MA praised Seravy in their last Podcast: https://www.idlethumbs.net/3ma/episodes/master-of-magic :-)
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(March 28th, 2020, 06:42)Blake00 Wrote: Another nice article on your work mate. Slitherine also drop more hints about MoM2.
https://www.vice.com/en_us/article/n7jm4...turned-dlc
This is an awesome article.

Sent from my Pixel 3 using Tapatalk
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(April 2nd, 2020, 16:13)prokolyo Wrote:
(March 28th, 2020, 06:42)Blake00 Wrote: Another nice article on your work mate. Slitherine also drop more hints about MoM2.
https://www.vice.com/en_us/article/n7jm4...turned-dlc
This is an awesome article.

an awesome mod needs awesome articles
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