What's new in Master Of Magic Patch 1.31
Aug 5, 2013
- SPECIAL ABILITIES:
- The Alchemist special ability allows all of your new normal
- units built to be equipped with +1 magical weapons, as if an
- alchemist's guild were present in all of the wizard's towns.
- Archmages gain +50% towards their spell casting skill.
- Node Mastery makes you immune to having your spells dispelled
- while in a node.
- The special ability of Famous now starts you with 10 fame.
- The Conjurer's bonus of +25% now applies to research of
- summoning spells, maintenance costs of fantastic creatures, and
- casting cost for all summoning spells.
- The Artificer reduces the cost of creating magical items by 50%.
- The Runemaster ability doubles the wizard's chance to dispel
- another wizard's enchantment, instead of making the runemaster's
- spells harder to dispel.
- The Chaos Mastery, Sorcery Mastery, and Nature Mastery abilities
- now give the wizard a +15% bonus to his research and casting of
- spells of the appropriate realm, instead of +10% just to
- researching.
- The Channeling special ability now reduces maintenance for all
- summoned creatures by 50%, in addition to eliminating the range
- penalties for casting combat spells away from your fortress. The
- Channeling ability costs 2 picks.
- The Myrran ability now costs 3 picks.
- SPELLS AND MAGIC:
- A wizard's fortress generates magic power equal to the number
- of spell book picks selected when the game begins, instead of
- the base 5. Myrran wizards then make an additional +5 magical
- power from their fortress.
- A wizard's starting spell casting skill is equal to twice the
- number of spell books chosen when the game begins.
- Guaranteed spells have been eliminated. Instead a wizard may
- select one spell for each book he picked above one when the game
- begins. Wizards who selected 11 picks begins with all common
- spells, 2 uncommon spells, and one rare spell.
- The Disjunction spell now has a base cost of 200.
- The Windwalking spell now has a maintenance cost of 10 mana.
- The Weakness spell is no longer automatic and requires a save,
- but the spell does have a -2 resistance penalty.
- The Starfires spell only costs 5 mana to throw.
- The Holy Weapon spell now costs 10 mana to throw in combat,
- 50 overland.
- Great Unsummoning now has a -3 resistance penalty.
- Guardian Wind has become a common spell and costs 10 mana to
- cast in combat, 50 mana overland.
- Guises has been eliminated as a spell, and replaced by Blur.
- The Blur spell is uncommon sorcery and covers all of your units
- in a veil of wispy illusion, making it very difficult to see the
- exact positions of the protected units. As a result, all hits
- inflicted against the blurred creatures have a 10% chance of
- just missing. Blur is a global combat spell and costs 25 mana to
- cast.
- The Dispel Magic True, Disenchant True, and Disjunction True
- spells all dispel with a strength equal to 3 times the mana spent
- on casting the spell.
- UNITS AND HEROES:
- Units may only fire 1 missile attack each turn. Firing a ranged
- attack ends the unit's turn.
- Units with lifestealing may still attack with their normal attack
- Clarification: all animated dead units cost 50% more mana to
- maintain than the creature's cost before becoming undead,
- regardless of how the creature become undead ( ghoul, demon
- lord drain, life drain spell, animate dead spell, etc.).
- Berserkers have a 7 hand-to-hand, 3 defense, 3 thrown, 7
- resistance, and cost 120gp.
- Hammerhands now have a 4 defense.
- Sky Drakes are now very rare creatures.
- Death knight's now have a h-to-h attack strength of 9
- Demon lord now has a -5 save to life stealing
- Djinns are now very rare creatures.
- Halflings standard units cost 150% normal
- Halflings no longer have a +1 defense.
- Magicians have a 5 strength and Warlocks have a 7 strength.
- Galleys and Triremes have a 4 defense.
- Galleys have a 2 range arrow attack with 8 ammo.
- Gnoll units cost the normal standard unit costs for spearmen,
- swordsmen, bowmen, halberdiers, and settles.
- Gnollish wolf riders may now move 3 and have a 7 attack
- strength.
- Lizardmen dragon turtles require a stables and an armorer's
- guild to build.
- Draconian standard units now fly at a speed of 2.
- Draconian airships may not carry units.
- Great Drakes now have a 30 hand-to-hand attack strength, a 30
- strength breath weapon, and a 10 defense.
- Wizards lose 1/2 fame point per level of heroes slain in battle.
- Maleus now has the spell of flame strike.
- Rare and very rare fantastic units have had their defense
- increased:
- Chaos Spawn: 6 DEF Sky Drake 10 DEF
- Chimera: 5 DEF Wraith: 6 DEF
- Efreet: 7 DEF Death Knight: 8 DEF
- Great Drake: 9 DEF Demon Lord: 10 DEF
- Angel: 7 DEF Stone Giant: 8 DEF
- Arch Angel: 10 DEF Gorgons: 7 DEF
- Storm Giant: 7 DEF Beheemoth: 9 DEF
- Air Elemental: 5 DEF Colossus 10 DEF
- Djinn: 8 DEF Great Wyrm: 12 DEF
- MOVEMENT:
- Flyers may now use enchanted roads.
- Teleport only costs 1 movement point in combat.
- Pathfinding allows all units within the stack to move on land
- squares as if they were roads.
- Non-Corporal units can move on any terrain as a road.
- Desert map squares cost one movement point to cross.
- MISCELLANEOUS:
- A left mouse click on any resource on the city view screen will
- give a complete accounting and breakdown of resource production.
- Trade Goods do not benefit from bonuses from any other source in
- a city.
- A conquering wizard may now chose to raze a city, totally
- destroying the town and slaying all of its occupants. The razing
- wizard then receives 10% of the original cost of all buildings
- within the city, but loses 1 fame per size of the city, i.e.
- 1 fame for a hamlet, 2 for a village, 3 for a town, etc.
- The default tax rate is 1 gold per townsfolk with a 20% unrest
- rate.