Master Of Magic Update 1.06.18 Patch Notes, Master Of Magic Roadmap Item And Gameplay

Master Of Magic Update 1.06.18 Patch Notes have been released now. In this article we will explain the Master Of Magic Update 1.06.18 Patch Notes. Therefore, kindly follow this article till the end to learn about the Master Of Magic Update 1.06.18 Patch Notes.  

by C Hariharan | Updated Jan 20, 2023

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Master Of Magic Update 1.06.18

Master Of Magic officially released the Update 1.06.18 Patch Notes on January 19, 2023, Thursday. This latest Master Of Magic Update 1.06.18 consists of a full changelog, a roadmap item, Steam achievements, localization in Polish, plenty of new changes, quality of life improvements, and much more. If you want more information about the updates, kindly check out the patch notes below.

Master Of Magic Update 1.06.18 Patch Notes

Full changelog:

Legend:

FIX - Fixed an issue. MOD - Modified. ADD - New Features.

• FIX: Chinese localisation showing localisation keys

• FIX: minerals bonus - wrong numbers corrected + corrected text in all languages

• FIX: 'enemy's turn' notification should no longer disappear after a fight while it's still enemies' turn

• FIX: various 2d image modding issues

• FIX: crash when an AI wizard tried casting Chaos Rift on a neutral town

• FIX: High Men Magicians missing death animation

• FIX: channeler - correction on wrong multiplier when fighting on a plane that does not have your wizard tower on it

• FIX: spells value for AI - Possession, Web, Vertigo, Blur

• FIX: Invulnerability - now adding weapon immunity (as in original)

• FIX: +3 def from walls even without having walls - each unit that stand in "city area" (not only in

city, but in each location) was given +3 def for free

• FIX: ranged attacks form attacking side suffering from wall defense regardless of the wall presence there

• FIX: resource grid on town screen not resizing correctly on some resolutions

• FIX: Chaos Channel - update movement when skill added

• FIX: to hit values in battle - sometimes hit chance values for one unit would show a different value on pre-battle, battle hud and unit info

• FIX: Wind Mastery evaluation script

• FIX: Evil Mastery evaluation script

• FIX: most of spell evaluation scripts for global spells to avoid crashing during selecting target

• FIX: Great Wasting and Armageddon evaluation scripts - setting proper value of spell to allow AI to use them

• FIX: Magic screen - update enchantment count label on every update

• FIX: Enchantment tooltip - show enchantment owner if discovered, or "Unknown"

• FIX: dev menu - adding resources

• FIX: notification area on HUD not stretching to larger screens

• FIX: not being able to remove Trade Goods and Housing from construction queue when they were queued after another item

• FIX: some battle-global spells - spells like darkness, prayer etc. had problem when player and AI cast them in battle and then one of them dispel opponent spell

• FIX: grids' paging arrows on Trade screen are now hidden if all items fit in a single page

• FIX: crash related to “Destroying a unit after detaching it from group may lead to data corruption”

• FIX: Draconians race - now they cannot build MERCHANTS_GUILD, as in original

• FIX: Flame Blade - spell can be used only on normal and hero units + magic range units do not get bonus to shooting

• FIX: research discount from trait - it wasn't working if we had less then 7 books

• FIX: ore discount glitch - dwarves had too big unit discount + they did not use Dwarves Mine

• MOD: starting spells - with 6 spell books you will get 5 starting spells instead of 6

• MOD: icon for housing so that it's easier to distinguish from other buildings

• MOD: Evil Presence - now works as in the original, only taking mana from "holy buildings"

• MOD: Guardian Spirit now can be used on an owned node - after using Magic Spirit meld we can now use Guardian Spirit meld to get a better defended node

• MOD: unit discount - cannot be bigger than 90%

• MOD: low world quality setting will now use UI and 3d models at half of their resolution (this greatly reduces the amount of VRAM used by the game)

• MOD: changed the way save .meta files are written to disk, hopefully this will eliminate some errors

• MOD: improved visibility of Use Earth Gate button on Town Screen

• MOD: changed beastmen spearmen move sound to less farty

• ADD: Notification Item for AI's global spells

• ADD: battle - auto end turn setting

• ADD: battle - camera follow on units setting

• ADD: changed layout of pre-battle screen, the camera will now move to the position of the defending group to show where the battle is happening

• ADD: Page Up/Down can now be used to zoom in and out

• ADD: unit level indicator on combat markers

• ADD: map edge scroll setting

• ADD: world speed control and instant movement for player units setting

• ADD: war indicator on wizards' portraits on diplomacy screen

• ADD: Polish localisation

• ADD: Steam Achievements

News is not finished here, as we promise, we have big plans for further supporting the game, if you are curious, just have a look at the roadmap below.

Master Of Magic Roadmap Item

Roadmap item:

  1. Multi-hex road construction
  2. Remappable hotkeys
  3. Move and attack with a single click
  4. Setting to disable wizard’s spellcasting during combat
  5. Marking the unit selected for spellcasting during combat
  6. Cartographer (big map)
  7. Repeat unit construction setting on Town Screen

You can view the complete master of magic update 1.06.18 patch notes on Steam.

Master Of Magic Game Info

In the fantasy turn-based 4X strategy game Master of Magic, one player takes on the role of a wizard striving to rule over two interconnected realms. The player develops an empire while battling other wizards by managing resources, fortifying cities and soldiers, and researching spells from a small village. Simtex created the game, which MicroProse then released for MS-DOS in 1994. It has shown to be fairly resilient, turning into a cult classic in its niche of fantasy-themed 4X strategy games. It is sometimes referred to as a fantasy-themed spin-off of the original Civilization or a sci-fi-themed Master of Orion.

Master Of Magic Gameplay

Every time the player starts a new game, a randomly generated planet is created, with the player having the option to change the game's difficulty, land size, magic strength, and other aspects. The player can select one of 14 races for the starting city and then personalise the wizard's abilities, spell repertoire, and appearance. As the game begins, units are pushing back the fog of war on the strategic map by examining their surroundings. The player seeks the ideal places for new cities, fights creatures protecting riches, finds the Towers of Wizardry that connect the game's two planes, Arcanus and Myrror, and finds the towns of opposing wizards while exploring.

Disclaimer: The above information is for general informational purposes only. All information on the Site is provided in good faith, however we make no representation or warranty of any kind, express or implied, regarding the accuracy, adequacy, validity, reliability, availability or completeness of any information on the Site.

Master Of Magic Update 1.06.18 Patch Notes - FAQs

1. Who is the developer of Master Of Magic?

Simtex is the developer of Master Of Magic.

2. Who is the Publisher of Master Of Magic?

MicroProse published Master Of Magic.

3. Who is the Designer of Master Of Magic?

Steve Barcia designed Master Of Magic.

4. What is the game mode for Master Of Magic?

Master Of Magic is a single-player game.

5. Who is the Artist for Master Of Magic?

Jeff Dee is the artist for Master Of Magic.