Dedicated to kyrub. Among the blind, the one-eyed is king.
If you have a question, complaint, or bug report, plase leave a comment below. Please note that I'm still investigating a few issues, so the current versions are possibly not final, although they should be fully playable already. If there's a change, you will need to revert the previous version before applying a new one. No settings or saves are touched by this process.
v1.31 to v1.31b patcher
Includes the Feature and Map Generator Customizer (v1.31a).
Source texts (including those of the customizer)
Please note that these are for reference only. They are a byproduct of my workflow and, while invaluable when going back over something I've already done, they won't actually compile under …
Dedicated to TumuRulez.
The first stage of this project is now complete. I have compiled differential patchers for both 1.31 and the latest Community Patch (1.52.03). I will leave the old text and FILESET patches below for posterity, but you can now simply download and extract the .zip for your chosen version into the game's folder and run either the windows patcher (ends with _32.EXE, and runs even in WinXP), or the 16-bit one from DOSBox if you're using a different OS.
v1.31 to v1.31a Differential Patcher
v1.52.03 to v1.52.03a Differential Patcher
As always, you'll need FILESET.EXE to apply the
patches. Back up your files beforehand! Comments and
questions (and complaints) are welcome below. I will do all of the
porting before I implement an…
As the title says, this is purely experimental. I have no idea whether it'll work or not. However, what I do know is that this is for the Community Patch only. It's highly unlikely to work with any other version. If that's what you'd want, let me know, and I'll see what I can do. Otherwise, let's get started! =)
UPDATE: Unfortunately, I found a few things that do break when using this, the biggest one being overland spell targeting. I'll come back when I have a solution...
Back up at least magic.exe and wizards.exe. Also your saves, if you want to keep them. Expanding the City table means changing the save file size and format. You may also want to back up the MAGIC.SET file.
The following patch will alter the LBX_Tables_Init() and GAME_Save()…
Dedicated to Seravy. And then there were three ("unfixable" bugs left).Razing a city now correctly reverts the movement costs of the tile it stood on. Altering terrain now correctly changes the tile's movement costs. Change Terrain and Gaia's Blessing can now use all four available Grassland graphics.
Requires the Overland Djikstra Patch.
For the record, apart from the city / road destruction revert, the rest could have easily been done without having the relevant table in memory. Oh, well...(copy into a .txt file and apply to WIZARDS.EXE with FILESET)
(copy into a .txt file and apply to TERRSTAT.LBX with FILESET)
Unfortunately, I missed a relocation reverse in the Overland Djikstra patch version that will be included with the next CoM and C…
Overland path finding now uses Djikstra's shortest path
Dedicated to the die-hard Caster of Magic fans. Sorry it took me this long to get to it!
In CoM specifically, this should cut the AI turn times in less than half. In the CP, with its less advanced AI, the gain will be even higher. In v1.31, the speed gain is lower, but the path finding becomes infinitely more accurate, as it now considers both Movement Allowance and direction of travel. No more going around mountains with 1-move units, or taking multi-step detours on Enchanted Roads.
- 1 CoM
- 2 CP (v1.52)
- 3 v1.31
- 4 Source
in case you can't wait until the next release, which will already include this.
in case you can't wait until the next release, which will already include this (unlike the…
While my samples are cooking, I figured it's high time to take a look at something I've been promising for some time now. From what I read, Caster of Magic is an excellent DLC, but there is one issue that often comes up in discussions about it: in the later stages of the game, computer turns take seemingly forever. Now, according to Seravy, roughly two-thirds of this time is spent in the overland pathfinding function – which makes perfect sense, given how horrible the original solution is. So I'll start working on a replacement for that, since I've been planning to do this for the regular game as well.
Vanilla Master of Magic uses a brute force algorithm for path finding. It goes through the entire map looking for shorter paths from each til…
Master of Magic generates its maps in several stages. The first of these is creating land in a map originally filled with water or, to describe it more accurately, raising lands out of the Ocean. The exact mechanics of this are not important for this post, but since I know this information is in high demand out there, I'll include it after my main topic anyway. What do matter right now are that land is created in multiple strips that wander around in a mostly random fashion, and that the game keeps track of how many times it "walked on" or elevated each particular tile.
These counts are then used in the second stage of map creation, which sets the base land types – Grasslands, Forests, Hills, and Mountains. The process is q…
- 1 A World of Magic
- 2 Gameplay in Master of Magic
- 3 Campaign of Master of Magic
- 4 Armies, Cities, and Spells
- 5 Legacy of Master of Magic
- 6 Conclusion
Released in 1994, Master of Magic is a classic 4X strategy game. The game achieved a cult following and was eventually released.
Even today the game is ambitious in its scope. The basic premise is you begin as a young wizard in a small village who plans on conquering the world.
Like Civilization, you will gather units to build and expand cities, and crush your neighbors. Unlike Civilization you’ll research spells, gather heroes, and most strange of all, fight out the battles on a tactical map.
Perhaps more relevant a comparison is between Master of Magic is Si…
Dedicated to Nodemaster.
That probably looks excessive for this one feature, and it kind of is. It's because there are two others that I'd like to write for which this screen is the anchor point. As such, much of this code is for shared loading/display, designed to accommodate my future plans more readily. On the other hand, out of the three features, this may be the only one that also works with CoM, so I wanted to post it separately and first.
Technically, this is a bugfix. However, in practice, this bug will never be seen by a player of an unmodded game. This is because there is only one single animation sequence in the entire game that draws a rotated image, and it is composed in a way that no clipping should ever happen. Lucky for the developers, the related bugs, while pretty severe, do not affect their intended animation, even though in some cases, they would cause perfectly legit images to not be drawn at all.
So, which animation am I talking about? I'm sure everyone has seen it. It starts something like this:
Obviously, to examine the actual bug, this animation needs to change in a way that it contains clipped images. The following test patch is the first step of this. Copy…
Update a year later: this project was ultimately scrapped. Well, sort of. I did use the generator, but changing around the order in which the mandatory objects are created on the map resolved most of the distancing issues. Instead of the original Nodes-Towers-EZs-Capitals, the new map generator places Capitals-Towers-Nodes-EZs. This allows restoring all of the original distancing requirements of v1.31 without having to discard any maps while still keeping Towers and Nodes out of water.
On the two minimal land sizes of 1.50/CoM, Towers will often still be closer to each other than normal, and some Nodes will be on islands. A few EZs will also be created adjacent to each other if the space runs out. But that's about it. And it's not a one-size-fi…
Earlier this year, Atari had reapplied for the Master of Magic trademark, after the name went to a mobile developer some years ago. Now, Master of Magic was acquired by the strategy publisher Slitherine. Here're news articles from PC Gamer and Rock Paper Shotgun. This means a very high chance that we will see a Master of Magic 2. This doesn't say anything about the quality of the game though. Slitherine has a very high output rate (about 20 games + expansions every year) and the fantasy genre plays a minor role for them. Slitherine currently makes a sequel to the simpler/plainer old strategy game Fantasy General.
A suggestion for unit stats, if a developer reads this. Units have the following stats: moves, resistance, defense, armor, hit po…
The -Spell Save item power now applies to Poison Touch Poison Touch
now scales with Hero levels
This is a mod, not a patch. Dedicated to Tumu the Assassin. I only did a quick testing though. It does seem to work as intended, but do let me know if that is not the case.
EDIT: I messed up the initialization of two local variables, resulting in the regular attack damage not being calculated properly, sorry about that. It's fixed now.
v1.31 - v1.51 (WIZARDS.EXE)
That was the AI. Dispelling my Possession off its own unit, leaving its enchantments intact. Although, if it did not succeed against the Possession, the dispel would have tried to take the enchantments off instead.
Call Chaos no longer crashes the game when cast by the AI outside
of the defender's first turn Call Chaos now uses the correct
graphics for Doom Bolt and Fire Bolt Call Chaos no longer freezes
all units while playing its animation Call Chaos no longer glitches
the graphics when applying its effects Call Chaos now applies its
effects with more appropriate timing The Healing animation of Call
Chaos is no longer misaligned
Common patch file (WIZARDS.EXE, all versions - mind the bold text!):
v1.51 reversal file - apply BEFORE the patch in v1.51/RC only (i.e. don't in CoM):
CoM reversal and feature file - apply AFTER the patch (which will generate a ton of warnings that can be ignored):
The patch does not include a fix for the Disintegrate effect deali…
UI feature: combat spell targeting now also highlights the target
tile for non-unit spells, if it is valid for the spell being cast
UI feature: combat spell targeting has greatly improved
By itself, this patch does the following:
In addition, it fixes the cursor side of the following issues:"Wrack entity" crash bug () Summoning spells, Magic Vortex, Cracks Call, and Earth to Mud can be cast on tiles outside of the valid playfield Summoning Spells can be cast on wall corners and central structures Magic Vortex can be cast on central structures* Possession can be cast on Heroes
The issue of whether Magic Vortex should be possible to cast on a central structure or not is a topic of debate among the patch-makers. In the official …
What started out as a simple thought experiment turned into a pretty extensive pest control project...
UPDATED: Moved the center tile mud check to the spell selector to avoid sub-optimal casting, added evaluating 1 move units when the center tile has a road, and swapped the unit bonus/penalty assignment to the one that increases the unit's value (positive or negative) based on its speed.
The AI will no longer use Earth to Mud against units with a
movement speed of 1 (unless it's casting the spell on a tile with a
road) The AI will no longer cast Earth to Mud multiple times in the
same place The AI can now use Earth to Mud to slow down enemy melee
units approaching its line
Overall formula:+ (3 - distance from center) * speed for each enemy unit - (3 - distance from center) * speed for each friendly unit -5 for each unaffected tile (mud or inv…
At some point during MoM's development, it was decided that rivers should appear on the combat map. Code was written, and graphics were created. However, for some unknown reason, the feature was ultimately abandoned. We even know when: in the v1.10 patch. It is likely that it was never working properly in the first place though, and the decision came about as a result of realizing that it wasn't really tested as a consequence. The v1.01 code still contains the loop that is supposed to fill out the "river matrix", which is the connections going out from a river tile.
Except, instead of writing them into its own variable, it erroneously stores the values into the "road matrix", a likely result of copious copy+pasting of code. The loop is remo…
So apparently, Towers of Wizardry were originally meant to show who their most recent occupier was after they have been cleared. Looking at the popped Tower graphic, an astute reader may notice that the green windows and top use colors that also appear on the raw database versions of City and Hero banners. This is not an accident. The Towers were actually meant to look like this:
Unfortunately, the programmer that wrote the code for this was probably doing it at 5am in the morning; as they made two major mistakes. When a Tower is evaluated for display on the overland map, the game checks who its last controller was. If it is an intact Tower (controller = -1), it loads the intact tower image into its temporary work area; but if it isn't, …
While I understand that strategy guides ruin games and that the current setup of the wiki reporting factual information is the best way to present the content of the game with minimal spoilers for the gameplay, I think I would still like to see a strategy guide section in this wiki if only so I can see all the cool strategies other people have come up with in becoming a Master of Magic. I've dumped a couple thousand hours into the game so I could probably be a major contributor. I'll post here a draft-like taste of a starting strategies combinations page:
- Spoilers for the highest difficulties of Master of Magic follow from most cheesy and easiest to execute to toughest to execute successfully*
- 11 black book wraiths
- 11 white book…
I finally read the comments in 140n INSECT.TXT documenting (most of) the changes between 1.31 and 1.40, and what was fixed. I'm THRILLED by many of the fixes, so I want to thank both the person/persons who made 1.40 and the person/persons who documented those changes and later fixed the bugs that it introduced. (If I understand it, that's Kyrub and Seravy?) But I'm less than impressed by a few, and confused by several. I have numerous questions to ask of anyone who knows.
First, does anyone else wish that FILESET would accept a format of:ADDRESS OLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOL NWNWNWNWNWNWNWNWNWNWNWNWNWNWNWNWNWNWNWNW
to set a long series of consecutive bytes from OL to NW? It would sure shorten the patch files in a lot of plac…
The purpose of this post is to provide a unified surface for collecting, and hopefully helping to fix, any bugs that still remain in Master of Magic. While it was compiled by me, it is in no way my own achievement. Many of these (in fact, over half) came from [Dirk P], or Nodemaster, a great contributor to the original MoM FAQ over at gamefaqs. Others are from various people who also sent notes to said FAQ, and yet another chunk was collected by TumuRulez and posted here on the wiki.
The list is divided into several sections.
- These are bugs I have read about, but either have not tested them myself at all, or do not know whether they still appear in the latest unofficial version (v1.51 RCx). Any information on these is welcome: p…
I'm not sure whether I ever sent this stuff to the keeper of the
when I looked at it last, this stuff didn't seem to be there, so I doubt
anyone else has ever seen it. Thus, here it is.
Actually, I might have sent it to him and he left out much of
it. He said
in 2003, "What I didn't add were: times where you mentioned editing the game
file, and suggestions for spells, etc. Why? It made me too wistful for a
sequel. Honestly, they're great suggestions, and I wish that they would make
a MoM2 with all of those ideas in there."
Therefore, anyone considering using these ideas in a new
version, you have
at least two votes in favor.
Other data changes I made:
Items I changed: I got rid of the Cloak of Fear power on every
item that had
it, all + to …
Here are a few Master of Magic hero jokes to make you groan.
First soldier: I went to War College and trained until I was
but the whole time, I never even SAW my arms master!
Second soldier: Oh? Who was he?
First soldier: Some guy called Shin Bo the ninja.
Q: What's Reywind's motto?
A: The more yer work, the more yer wage.
First sage, reading the news: Here's a list of all the famous heroes,
and I know them all except one. Have you ever heard of this guy?
Second sage, reading over his shoulder: Ha! It says he's super-legendary,
but that's ridiculous! This guy Mystic X is a complete unknown!
What do the heroes keep as pets?
Rakir has a falcon, obviously.
Aerie likes her eagle (and vice versa).
Zaldron hasn't had a pet in the last 90 years.
(Wish list) New spell proposals:
Chaos Aura: creates a half-strength chaos node aura, aiding
analogous to Light or Darkness aiding life or death creatures, either as a
city spell or a combat spell.
Drought: enemy city enchantment; causes nearby grass, swamps,
and forest to
become desert, hills to become mountain, 10% chance each turn, eventually
destroying all food sources for the city other than ocean/river. Any
nightshade in swamps is killed if the swamp dries up. Essentially opposite
of Gaia's Blessing.
Sorcery Aura: as chaos aura, but for sorcery
Blur, as a combat enchantment, should NOT be on a hit-by-hit
instead affect each figure's entire attack each time it attacks. Then
it would be WORTH casting som…
Bugs that (as far as I know) never made it into the FAQ.
I'm not sure whether I ever sent this stuff to the keeper of the
when I looked at it last, this stuff didn't seem to be there, so I doubt
anyone else has ever seen it. Thus, here it is.
Having found an Axe of the Caster, my Draconian hero threw High
combat, and in the process of updating his melee, defense, and resistance,
it also ZEROED OUT his 15-point breath attack, so he didn't have any breath
attack AT ALL. So, I gave the axe to my Amazon heroine, and when she threw
High Prayer, it ZEROED OUT her 9-point thrown attack! If it wasn't going to
boost it by 2 along with the melee attack, it should have at least LEFT IT
ALONE. This makes High Prayer almost useless to any h…
NOTE: I've been making lists of bugs ever since I started using
so of course I started a list of bugs the day I started playing MOM1.31 years
upon years ago. I see that MANY of the bugs I found and sent to the FAQ
have been addressed - generally fixed - in patched versions of MOM. The
following are the bugs I never did send to the keeper of the FAQ. Some of
them have undoubtedly been found by others, and already fixed, but since I
haven't looked at the patched version(s) yet, I'll post this list as is.
As previously noted, when you build an oracle in a city that has
areas within six squares of it, it reveals those areas even though the
oracle is only supposed to reveal the map out to four squares. But when…
I have been editing the data within magic.exe and wizards.exe
as several other data files here and there) to fix whatever problems I
could fix that way, and to make things more interesting, and to fix game
balance (all in my opinion). I haven't done any code changes, disassembling
and hacking in new instructions, but I have made a LOT of changes to the
data for various reasons. This is an attempt at a complete list of what
I changed, and why (if the reason isn't obvious from what the change is).
[Comments added after seeing the list of patch fixes are in brackets.]
Anyone who feels these changes are worthwhile may put them in a
I assume anyone capable of creating patches can find the right places to
change based on my description; …
The following is my rendition of the function that chooses which spell the AI will research next, in C(++). I don't actually code in C, so as always, feel free to point out all the mistakes I've made =P
v1.51 condenses the AI_Res_Pri groups so they matter less, making research even more linear with regards to the actual research costs. It also replaces with in the list of special priority research; while group 33 is no longer prioritized, instead giving a squared boost to (always /50, it's the only spell in its category, and has a default priority of 1, reduced to 0 by the division). However, v1.50 also does not remove either of the bugs, so profile traits still don't make any difference.
The following is my rendition of the function called to populate the list of spells from which the game will randomly select a research candidate (whenever one is needed, the list is redone from scratch). This is the v1.31 version, I may do one for kyrub's later. This was changed in Insecticide due to the "disproportionate" amount of spells it yields. That has to do with the first half of the function, which stops evaluating the spells of a realm as soon as the rarity increases after finding at least one spell that can be researched, but is not already a candidate.
PS: I have no idea whether that second argument declaration is actually legal or not (I don't really code in C/++), but I hope it is sufficient for the purpose of illustration. …
The game stores wizard data for the neutral player. Starting at $21D0 in the save file, or ds:$B6B2 in memory, the sixth Wizard Data structure belongs to this player. It can be used to set things like Retorts, for example Alchemy and Warlord, which will then affect all neutral units. Global Enchantments may also work in theory, although they seem to have a weird coloring issue on the Magic screen (I only checked Crusade), and I have no idea how their upkeep works (probably skipped altogether, which would be really cool).
Does anyone have a link or resource for an editor that can be used with Mac OSX / dosbox?
RC4 of the 1.51 patch is now available. It incorporates the latest diplomacy fine-tuning I've made for CoM with the purpose of making diplomacy more playable/less hostile.
Please let me know if this version is preferred, or the previous, harder diplomacy. 1.51 AI is not as good as CoM's which was the main reason for these changes.
1.51 is currently at RC3, you can find the download in the forum thread at http://www.realmsbeyond.net/forums/showthread.php?tid=8411
There are a few details left.
-I still need to make an optional file for a 10 book mode that works with the AI.
-I think I was supposed to remove the starting diplomacy changes and leave them optional?
-I believe the same was requested for some of the treasure changes? Not sure... these were voted "include" on the forum as far as I remember.
-Some people mentioned the improved AI should come with reduced resource advantages for the AI. I can't decide on those numbers on my own because I'm not playing the game (only the CoM mod), so I will need suggestions for the new numbers.
So, for close to three months I was playing this game pretty intensively. It is fun to explore the huge variety of creatures, races, spells, etc.
However, once I got the hang of how to play, I found that, even on the highest difficulty, and using just a random wizard to start with, the AI plays so poorly that it is almost trivial to defeat one opponent after another and win. The only exception is if there happens to be an enemy really close to my starting location who attacks during the very early part of the game. Otherwise it is just too easy, to the point of being boring.
This was my experience playing both the original version and the insecticide version. Is the AI improved enough in other versions of the game to make a difference, or do…
I just wanted to say hello to the MOM community. A lot of my MMO friends get on me for playing a 20+-year-old game with 8-bit graphics and MIDI music. Now, knowing I'm not the only one in love with this game, and that it is still being improved upon, I don't feel so left of center. Thanks all!
I first purchased MOM a long time ago. I think it was 1998, or there abouts, at a discount software outlet. I had been (and still am) a big fan of Master of Orion (original), so I was really excited about a new game by the same team.
I played it once. I loved the depth and details, and all the thought that had gone into it.
But I found it impossible to play. Not because of the complexity, I love complex games. It was the interface.
The interface is one of the worst designs I have ever seen. It was almost impossible to get units to do what I wanted, especially during combat. The cursor would show one thing, I would click to do that action, then while I was clicking the cursor would change to something, or somewhere, else entirely and the unit …
1.5 Release candiate 6 is avaiable for download at :
Currently condisidered changes/problems, please post your opinion on these, I can't decide on them alone :
1. The AI isn't aggressive enough if you get a lucky roll on personalities.
Possible solutions :
-Lawful doesn't prevent the Militartist or Expansionist personality from declaring war automatically on weaker players.
-Lower chance of AI picking Lawful and Peaceful personality (don't think this would be a good idea)
-Higher bar for the "is the player becoming a threat" declaration of war check. Currently the bar is set in a way that you need 20+10*Difficulty Level-Personality modifier to always avoid war regardless of your army …
- :: SkyDrakes-Node-BlurWeb (part2) ::
+ my SAVEGAME as zip : for you to try this out by yourself
please see below (bottom, after pictures)
- + additional 4 pics to explain what this
funny behavior/ trick/ exploit/ glitch shows
- + SlideShow (15 pics)
of my previous blogposting_"SkyDrakes-BlurWeb-exploit"
please see below (bottom, after pictures)
- :: SkyDrakes-Node-BlurWeb (part2) ::
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
PICS TO EXPLAIN ::
normal behaviour and results :
with Web :: I'll loose 3 units
or without Web :: I'll loose 4 units
- - - - - - - - - - - - - - - - - - - - - - - - - - - -
normal behaviour and results :
SkyDrakes_will_move & attack
normal behaviour and resu…
:: my Sky drakes Node Blur+Web exploit trick ::
I accidently stepped over this...
Blur + Web behaves funny vs SkyDrakes(IllusionsImmunity).
This trick may be useful
for high-tier MyrrorNodes
or vs multiple SkyDrakes
in these topics:
... opinions on the fastest way to capture strong nodes, ...
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Please see pictures below :
[ turn1a = at beginning of my turn 1
[ turn1e = end(phase) of my turn 1
casting Blur , casting Web ,
moving ALL my units back to range-2-tiles!! (t…
I played two games all the way through on normal. I then played one on hard, and I just played one on impossible.
I didn't think hard was all that much harder than normal at all. I didn't get a good start. I could only build three cities because I was pressed up against a couple of neutral cities. I was kind of worried at the beginning while I was building up, but when I got done I exploded and wiped out players 1, 2, 3, 4.
The game on impossible gave me a much better start. I had room to build six cities, but I'd barely begun when the nearest guy started walking stacks into my territory. I was just about to finish the forrester's guild in my capital when he declared war. He already had a stack of units right next to my capital that …
Both of the games that I've done extensive exploration of the nodes on Myrror I've found a Sorcerery node with these guardians. This is the hardest combat that I've encountered in the game. (There was one sorcerer's fortress that was guarded with four spellcasting heroes that was a serious problem, but it didn't have anything like this raw power.)
My go-to solution to hard battles is a nine elite paladin brigade. This is no solution to a situation like this. Those paladins are on a suicide mission. They can't take all those flyers.
Several people on the forum love halfling slingers. They stipulate admantine weapons which necessitates that they were produced by a city on Myrror, and give a list of spells as long as your arm. This mak…
My impression is, and I'd really like someone with more experience to verify this, that you can get unlimited numbers of spells in every rarity level that you've opened with spell ranks. Let me give an example, say I have one White spell book. That entitles me to 3 common and 1 uncommon spell, but it doesn't limit me to that. Through trade or treasure hunting, I can acquire all the rest of the common and uncommon White spells. But I can never acquire rare or very rare White spells unless I get more White books.
Is that right?
It's a pretty strong argument to get 3 spell books in a bunch of different areas, isn't it?
I'm wondering exactly how the experience system works.
Is there a lump sum of experience based on the monsters you beat? Or is it that you get experience points for taking actions in combat: casting spells, attacking, making kills, being attacked?
Is experience relative to the power of your group? If you do it with six heroes, will you get less experience total than if you take those six heroes and two monsters? Will the experience go down further with high-level heroes and powerful monsters?
I'm going to do some observations and I'll post my findings here- when I have any.