Master Of Magic Patch Changelog

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.