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Unofficial Patch 1.50

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The 1.50 unofficial patch is a collection of bug fixing and other changes, with the aim to provide as close to the original Master of Magic experience as possible, but without major bugs and other inconveniences plaguing the gameplay. It's a continuation of Insecticide and contains all changes of it, unless explicitly listed as being removed. It also fixes several new bugs Insecticide introduced.

Note that the majority of AI changes have been optimized for the Caster of Magic mod, and some of them might be less than ideal for the different pacing of the original game, however, these changes are still a major improvement over the original, where the AI was completely incapable of doing most of the things the patch enables. Also note that a lot of detailed AI improvements made for Caster of Magic are not in this patch due to incompatibility, either differences in the game code itself, or the absence of the related feature(s), like new or improved spells.

Forum thread

Website with the download

Unlike Insecticide, this patch contains all individual changes available as stand-alone patch files which can be applied or removed from the game as the player wishes. Most of these files come pre-applied to the game files, but a few of them -mainly those that change gameplay- are kept as optional. All the information below will refer to the patch file that contains the change using a 3 digit number. When removing patches, keep in mind that some of them might depend on others, meaning to remove them, the others also have to be removed. These dependencies are sometimes mentioned in the file itself, but not always. If the tool used to remove the patch reported a warning, it means there was a dependency.

Bug fixes Edit

  • If a default wizard has more than two types of Spellbooks, they are incorrectly displayed. Only relevant if default wizards are changed by editing. (004)
  • Towers are generated at locations where both plane has land instead of only one of them, making them easier to use. (009)
  • Required Maximum Population for starting cities reduced greatly (reversal of an Insecticide change) to ensure the game does not crash frequently at the start due to poor terrain with insufficient proper locations. Minimum required is 6 (original was 8, Insecticide required 12). Insecticide change to avoid places near the edge of map where Tundra is abundant is left intact.(010)
  • Myrran nodes were placed to where the Arcanus plane had a land tile, resulting in far more nodes on sea than intended on the Myrran plane. (012)
  • Encounter zones no longer need to have at least one empty tile between each other. Required to make sure map generation does not crash on lower landmass settings where the land area available is insufficient for this kind of restriction. (014)
  • Treasure points per monster point in Encounter Zones is stable instead of being random. On Arcanus, treasure points are exactly the same as monster points, on Myrror there is a +25% bonus. Original game code sometimes produced completely invalid amounts of treasure for an unknown reason, which is also fixed by this change. (016)
  • Towers of Wizardry no longer bypass treasure point checks to include a Spell. However, if the points are insufficient for the chosen spell type, the Tower will not contain a spell. (018)
  • Treasure points required to add a Prisoner to the treasure, and the about of points spent are now identically 400. Originally, it required 400 points, but subtracted 1000 instead. (021)
  • Monster value - and subsequently treasure - is now adjusted to match the shift through the addition and removal of a difficulty level in Insecticide. Prior to this, all difficulty levels below Extreme had one level fewer monsters than the 1.31 version. (442)
  • Arcanus cities no longer have Enchanted Roads under them at the start of the game. (484)
  • The 0.5 mana cost multiplier for spells does not apply at the fortress when it would trigger the bug of being unable to cast any spell (16384+ mana)
  • Flying or non-corporeal ships can still transport units instead of being unable to move together with land units properly
  • Fixed autosave happening at the wrong time, saving halfway through the end of turn, resulting in a game state where parts of the game already progressed to the next turn while others did not. (032)
  • Trying to build a unit when the town already has 9 in them no longer throws an error message instead works as normal. (040)
  • Casting Nature Awareness no longer restores Diplomatic Contact with eliminated wizards, resulting in them showing up on Historian and Astrologer screens. (041)
  • Casting Nature Awareness no longer causes a Detect Magic spell to appear (Insecticide bug) (042)
  • When moving units, they will not lose their remaining movement for the turn if a unit with no movement left is with them or on the destination map tile. (043)
  • Planar Seal no longer prevents the player to target the other plane with spells (044)
  • Entangle no longer works on non-corporeal units (045)
  • A Wizard's gold and mana is now displayed so that books cannot cover it if the wizard has more than 11 of them. (047)
  • Displayed level of scouting now matches help text description instead of showing 1 higher number (049)
  • Summon Demon ability now shows the amount of demons remaining for the combat instead of the maximal. (050)
  • Unit view shows current presence of immunities, and various other abilities instead of what the unit would have without modifications from spell effects and items. (051)
  • Life Steal and Death Touch abilities show the save modifier (052)
  • Gift of the Gods Event no longer requires the item to be one the received can create. (053)
  • Diplomatic event "gold reward" no longer crashed the game - event was unimplemented in the older versions of the game so this bug was not known. (056)
  • When the AI offers a spell in exchange for accepting a treaty proposal the spell name is no longer missing from the text - Other bugs prevented the AI from offering anything in older versions so this bug was not known. (057)
  • "Declare War on" is no longer available in diplomacy if "Break Alliance with" is available instead : You have to first force them to break their Alliance, instead of skipping that step and immediately requesting war. (058)
  • When the AI requests the player to break an Alliance, the name of the target wizard is no longer missing or wrong. Other bugs prevented the AI from requesting anything in older versions so this bug was not known.(062)
  • Breaking a treaty no longer raises Hidden Relation instead of lowering it. (070)
  • Fixed the AI never receiving spells offered as a bribe for a treaty, the human player not receiving receiving them if the spell id is 128+ (075)
  • Fixed various other bugs with AI spell and gold offers, like receiving them when the offer was not even made (077)
  • Fixes plenty of severe bugs in AI to AI Diplomacy (078)
  • The AI can now properly initiate a conversation with the player (082,098)
  • If the player fails a threaten roll and war starts the AI uses the previously unused text group containing messages that react to the player declaring war on the AI, instead of more generic war declaration texts. (086)
  • The AI no longer declares war on the wrong person (089, 090)
  • Warnings of being too close to AI cities now use the proper text group to display (093)
  • When the AI breaks a treaty due to repeated warnings, it now uses the proper text group that actually says the treaty is broken (096)
  • Defeated wizards will no longer cast spells (102)
  • Attacking a lawful wizard's capital no longer causes a negative overflow on Visible Relation. (106)
  • Razing an Outpost now triggers the same effects as conquering a city. Meaning the game will no longer crash if a wizard's Fortress was there, and there is a diplomatic penalty for the attack. (107)
  • Units having a Wind Walking enchantment on them are no longer impossible to attack in combat using ground units. (108)
  • Fixes Insecticide bug : all units have equal priority to take damage during strategic combat regardless of Icon Defense.png Defense or unit value. Instead, more valuable units are taking damage later in the queue. (111) Unfortunately this only works correctly on units with a cost divisible by 10, and there still is a mechanism that makes an already hit unit take damage again more often than the others do, which was overlooked. A future patch is needed.
  • Fixes the healing bug that grants extra Icon Hits.png Health to units. Affects Regeneration, Life Steal, Healing, Mass Healing. (113)
  • Spell Ward can now counter combat spells as the description implies. (125)
  • Animate Dead and Raise Dead can no longer bring units carried by ships in naval combat into the battle (127)
  • Can no longer summon a Demon in combat if that would exceed the 9 unit limit. Due to limitations, nothing happens instead of warning the player that the ability is unavailable. Summoning a Demon which exceeds the 9 unit limit will crash the game if the total number of units exceeds 18. (129)
  • Doom Bolt graphics are no longer misaligned (Insecticide bug) (131)
  • Items found in treasure no longer require specific books to receive. If it's possible to award a predefined item, it'll be done at a much higher chance than in previous versions instead of awarding a randomly generated one. (134)
  • The internal 0th item slot is no longer used - this slot was somehow responsible for the same item to appear at multiple locations at once. (135)
  • The Merging item power now works. (136)
  • Units with 0 health left entering combat will be set to 1 health remaining to prevent crashing. (138). 0 Health living units are possible though the malfunction of Lionheart and the removal of Charm of Life.
  • Dispelling various spells not removes the associated ability granted by the spells. (139) Fixed spells include Icon Sorcery.pngGuardian Wind, Icon Sorcery.pngMagic Immunity, Icon Chaos.pngImmolation, Icon Death.pngWraith Form, Icon Life.pngTrue Sight.
  • Units enchanted by Icon Sorcery.pngInvisibility are now always and everywhere invisible. (140)
  • Icon Chaos.pngChaos Surge now works if cast by AI players. (141)
  • Icon Sorcery.pngFlight spell now grants the expected Icon Movement Air3 in combat (143)
  • Undead units now have the expected Illusion Immunity, Death Immunity, Cold Immunity, Poison Immunity. (144)
  • Berserk now sets Icon Defense.png 0 instead of Icon Defense.png -20. More of a precaution than a bugfix, in case negative defense causes unexpected trouble. (145)
  • Icon Death.pngBlack Sleep now causes units to lose all their movement types instead of remaining a Icon Movement Air unit, preventing attacks to it. (146)
  • Dead units cannot die again, to prevent possible memory corruption (148). Many procedures that kill units, like drowning, do not actually check if the unit is still living or already dead waiting for the end of turn to clear it from the array.
  • Thrown no longer ignores Weapon Immunity (152)
  • Units no longer fail using Gaze or other special attack types if their associated attack strength is 0 (153), also known as the hidden ranged attack problem.
  • Immolation no longer works with ranged attacks (154)
  • City Walls bonus is no longer applied in battles happening away from cities (155)
  • Blur works as intended, no rolls are lost on successes and Illusion Immunity is no longer checked on the wrong unit (156)
  • All units killed in the battle properly count for the Diplomatic Reaction generated instead of only one unit or none at all (159)
  • Units carried on ships no longer have a 100% chance to die while feeling, leaving only the ship alive (160), as a side effect if the ship is lost in battle, the carried units might still "flee" to adjacent land tiles if any exist.
  • Game no longer crashes when attacking a wizard with only outposts left when calculating gold reward and dividing by zero. (162) Gold amount looted is now based on the town's production instead of the overall percentage of population and gold in treasury.
  • Spells found in treasure now have the same number and rank of spells as the same book picked at the start of the game (170)
  • Animate Dead and Raise Dead no longer crash the game if over 7 units are dead (172)
  • Animate Dead no longer allows keeping raised enemy units after combat (173)
  • Warp Creature no longer crashes the game if cast 4 times successfully on the same unit (174, 275)
  • Wrack no longer does squared damage, also fixes Insecticide bug in this fix causing memory corruption (175)
  • Call Lightning will now generate the intended amount of bolts instead of randomly failing to strike (176)
  • Call Chaos will no longer disintegrate units that resist the spell (177)
  • If a destroyed building is built again the same turn, the resulting building will now function correctly instead of being built but having no effect (210)
  • Units with zero or fewer figures remaining can now heal naturally on the overland map. 0 or lower figure living units are possible though the malfunction of Lionheart and the removal of Charm of Life. (216)
  • Evil Presence now works (218)
  • AI will now target cities of wizards that do not have Death books instead of only those that have Death books when casting Evil Presence (219)
  • Cities are able to lose population if their growth is negative but they've already reached the maximum population. Fixes an Insecticide bug (220).
  • Miner's Guild now increases the effectiveness of Iron Ore and Coal by 50% as expected, instead of 100%. (251)
  • Evil Presence's graphics now correctly show up on city view for Cathedrals (253)
  • Confusion now always correctly returns control of the unit at the end of turns (255)
  • Invulnerability can now be dispelled in combat (261)
  • Confused units under AI control now able to "move randomly" instead of ignoring that effect of the spell (262)
  • When finding a hero in the lair, if the attacker already has 9 units, the hero will be received anyway, and pushed to the nearest free map cell, instead of not received. (264)
  • Spell Binding can no longer fail (269)
  • Create Artifact now considers the correct cost when checking for resisting Suppress Magic instead of a much lower amount (270)
  • AI will no longer attempt to target uncontacted or defeated players with curses (271)
  • Depletion and New Mineral events can now happen (272, 273)
  • New ore generated by Raise Volcano no longer gets immediately erased again (276)
  • Summon Champion will now properly summon a Hero instead if no champions are available instead of having a high chance of failure (285)
  • When the AI or their heroes cast Call Chaos, the game no longer crashes. Instead the spell has no graphics displayed. If anyone can find a better way to fix this, please contact me (287)
  • When more than 6 items are received in a single combat (including own from dead heroes), the items no longer vanish and are properly received (291)
  • AI no longer equips shields in staff slots on heroes (293)
  • Dispelling Web now restores the lost movement type (302)
  • Lawful wizards are no longer more likely to raze cities if Hidden Relation is the starting value of 0, instead, only if lower. (310)
  • Terror no longer considers various Resistance buffs twice (314)
  • Floating Island is no longer "Sorcery Floating Island" - fixes an Insecticide bug (317)
  • Wraith Form no longer grants immunity against Flame Strike, Death Spell, Holy Word (318)
  • Holy Weapon now has an effect if cast in combat (323)
  • When cancelling a Spell Charge in an item, it no longer remains in the item without having a cost or counting towards the 4 item powers (325)
  • Spell Lock is dispelled message is now shown. (326)
  • Spell Lock now protects Haste (326)
  • Spell Lock now works if cast in combat (326)
  • dispelling Spell Lock cast in combat instead makes the unit have Spell Lock overland (Insecticide bug, however it was not possible to dispel it due to it having no effect at all so this bug also had no effect). (326)
  • AI walking units will no longer attack flying units during combat if such an attack is impossible (337)
  • Units not longer continue moving on the overland map during Time Stop if a movement order was given to them before the spell was cast (347)
  • "ghost" central structure in a combat where there is none no longer prevents the AI from attacking the unit standing there with melee units (348)
  • Items using an ID of 128+ no longer turn invisible when placed into the vault (349)
  • Cursor now properly reverts to normal instead of staying hourglass when the AI asks something from the player during their turn (350)
  • AI turn order is no longer bugged : Instead of : all AI players cast spells, then all AI players set their cities, taxes etc, then all AI players assign an order to their units, finally all AI player units move according to their order - in other words AI turns being simultaneous - now AI player 1 will do all of the above in the same order, then AI player 2 does so etc. This ensures the game state is preserved between an AI player deciding what to do, and actually executing the order and also makes sure the AI plays by the same rules as the human player regarding turn order. (351)
  • AI players can no longer put more mana into the slider on spells than their remaining mana or skill allows - this can result in their mana turning negative and overflow into the maximum, as well as pumping spells to "infinite" power, like a 2000 power Counter Magic or a Life Drain at -500 save (356, 409)
  • "Unit enchantment dispelled" when maintenance is failed now shows the correct unit name (362)
  • Disbanding a wind walking unit over sea no longer corrupts memory (363)
  • Fixed various inconsistencies on checks for units being able to survive over water, like Wraith Form not counting etc - these bugs could cause units that should survive drown when fleeing over ocean or get disbanded by the AI, one of them even causes the game to crash! (368, 369, 433)
  • Fixed bug : Mass Healing cannot be cast while True Light is in effect (370, no longer remember if this was for the human player, the AI or both) (370)
  • Completely rewritten way to find paths on the overland map for moving units - original sometimes caused units to be unable to enter map cells they should have been able to, like units being unable to leave a ship. (371, 411, 489)
  • Hidden Relation no longer has the opposite effect of intended nor does it check the wrong player (372, 389, 390)
  • Visible Relation can no longer overflow, causing it to turn from Hate to Harmony or the opposite (384)
  • There is no longer inconsistency between the requirement of starting an audience and continuing it : The AI will no longer say they will listen then send you away immediately anyway (385)
  • Entering the Threaten menu without actually doing anything and only selecting Cancel to return to the main menu during an audience no longer gives a massive diplomatic penalty (386)
  • When the AI gives the player gold due to threats, they now lose the gold they have given instead of keeping it (387)
  • Starting Relation can no longer overflow, turning into the opposite effect due to too many wars starting against the same wizard in a game (388)
  • AI players no longer give a diplomatic penalty to each other if the human player has too many cities instead of towards the human player (391)
  • Units controlled by the human player that cannot swim, fly, or are carried by another unit will now drown at the end of turn if standing over water (397)
  • Fixed various bugs in how overland movement types stack (398)
  • Attacking an AI player will no longer reduce their Hostility from warlike to annoyed. (401)
  • Fixed various other Diplomacy bugs
  • Units will no longer try to move through towers containing enemy units as though the cell was unoccupied (407)
  • Units can no longer start the battle in the city tile for the central structure which cannot be entered (410)
  • AI no longer cancels Spell of Return, ending up in a broken state where they still have units but cannot move them due to the spell using Move Fortress targeting logic, comparing existing fortress location with the potential targets - when no fortress exists! (416)
  • Fixes Insecticide bug : Artificier no longer halves gold required for merchant offers - potentially causing negative remaining gold after purchase. (421)
  • AI units moving together towards a target in a stack will now stay together instead of separating if they have different movement speeds (424)
  • Neutral units can now gain resistance from Resistance to All (425)
  • Dispel Magic no longer has a 100% chance to remove unit curses (431)
  • Crusade no longer grants two levels to units for calculation of unit health (432)
  • Death Immunity now protects from Terror (440)
  • Fixed Insecticide bugs of Runemaster not granting the dispel bonus, or the bonus being granted without the retort during combat (443, 459)
  • Invulnerability can now be dispelled by Disenchant Area on the overland map (444)
  • Combat movement no longer cost +0.5 diagonally in some instances of movement while not in others. Applying the extra cost in all cases causes other problems, so it had to remove it (445)
  • The AI no longer gets a free extra turn when auto combat is turned off. (447)
  • There is no extra "end of turn" before the start of the human player's first turn during combat (447)
  • The player's turn to cast spells is no longer skipped if all their units are immobilized (451, 495)
  • Fixed bug : some tiles in naval combat are only available for walking units (456)
  • Floating Island is now visible in combat and covers the area where units start instead of a smaller area behind them (457)
  • Ships in cities can now appear in combat if they are buffed by Wraith Form. (458)
  • Ships on land (noncity) now do not appear in combat unless they are buffed by Flight or Wraith Form (458)
  • Fixed bug : overland map displays units during enemy turns at the wrong location (464)
  • Game will no longer crash from Call Lightning even if the sound effects are turned off (465)
  • Fixed another possible memory corruption bug (467)
  • Fixed bug : AI targets wrong with Fire Storm, Ice Storm, Black Wind, Stasis, hitting random, nonexisting, or even own units (468, 490)
  • Illusion Immunity now allows using ranged attacks through Wall of Darkness (470)
  • Melee units can now properly use their Wall Crusher ability on walls even if an enemy unit is behind it (476)
  • No blood is displayed if attacking a wall (477)
  • Fixed various bugs of flying ships and other units in a stack not being able to properly move together (479)
  • AI no longer remembers enemy details from previous battles, resulting in wrong decisions (481)
  • Game will no longer crash on the magic screen if finding the spell being researched after banishing a wizard (483)
  • Gaia's Blessing no longer changes Chaos Node to Hills (492)
  • Gaia's Blessing no longer displays food gained that is not actually gained (493)
  • Death Immunity now correctly prevents the raising of units as undead (496,498)
  • Fixed bugs in Flying Fortress - due to an oversight, units can still attack into it if the caster is not AI 1, this will be fixed in a later patch (501)
  • AI players can now find spells when banishing the human player (502)
  • Raise Dead and Animate Dead no longer glitch the display (503)
  • Fixed engineers building slower than reported or cancelling the road if movement is blocked (511)

AI changes Edit

  • Changes to AI wizard Personality and Objective selected based on Spellbooks. Enables originally unused Objective of Pragmatist. (002)
  • New formula for Starting Relation (027)
  • AI Personality and Objective are influenced by the wizard's second realm of Spellbooks in addition to the first. (028)
  • AI wizards no longer receive guaranteed research of Basilisk, Unicorns, Shadow Demons, Unicorns or Phantom Beast depending on their primary realm. (028)
  • Changes to the effect of Retorts on AI wizard Personality and Objective (029)
  • The game no longer has an extremely high chance of placing Sss'ra as the Myrran wizard, instead every wizard has an equal chance of picking that trait. (031)
  • The secondary realm of the human player is now always correctly set at the start of the game, while it wasn't in earlier versions. (475)
  • AI will only target Silver Ore with Transmute
  • Changed Personality Modifier for diplomacy (035)
  • AI Personality has a stronger effect on wanting to cast "curse" type overland spells (036)
  • Diplomatic offer refusal flavor texts are shown more often (059)
  • AI players are now allowed to have a Peace Treaty between each other (066, 088)
  • AI now checks for the Need for War against other players every turn instead of only when positive diplomacy is conducted (076)
  • AI no longer checks for units being close to their towns to break treaties vs other AI. (079)
  • AI now declares war on their ally's enemy at a chance over time, observing Peace Treaties instead of immediately (080)
  • There is a higher chance for the AI to go through with warning a player instead of remaining silent. (082)
  • Fixed various other bugs in AI to Player Diplomacy
  • Changed formulas in Need for War (089, 090). The AI now considers global military power instead of only units standing over their home continent.
  • The AI is less likely to change their mind and not proceed with breaking a treaty when they want to (091)
  • Repeated warnings escalate the change of war quicker (099)
  • AI will prefer to offer a Peace Treaty to the human player if the human player has a stronger military strength, will avoid if they are much weaker. (100, 101)
  • AI wizards will attempt to cast the Spell of Return if their casting skill is at least 25 instead of requiring 40 (104)
  • AI will avoid targeting units of over Icon Resist.png 10 with Life Drain (116)
  • AI will prefer undamaged units as targets for Fireball (117)
  • AI will not cast Haste or Invisibility in combat on units already having it (118)
  • AI will not target Icon Melee Normal.png 2 units with Shatter. (119)
  • AI will not target Icon Resist.png 9 or higher units with unit curses (after factoring in the save penalty and modifiers) (120, 123)
  • AI will not target Death Immunity units with Possession. (121)
  • AI will not become randomly unable to cast Flame Strike in combat (122)
  • Changes to AI use of Dispel Magic and target selection for it (124, 328 ...)
  • AI will prefer to pump Counter Magic when able. (126)
  • AI players can choose to remain idle with flying units if the enemy cannot reach them and they are too weak to win the battle. (130)
  • AI will not skip the turn on Caster units in combat if they are low on mana (132)
  • AI can no longer use Enchant Item or Create Artifact to add spell charges of spells they do not know. (134)
  • If an AI player ends up with more than 9 units on a map tile, the unit with the lowest [cost/16]+level will be pushed away to an adjacent tile. (149)
  • AI rates units slightly more accurately for decisions (151, 208, 316)
  • Improved AI decision on which unit to attack in combat (158)
  • AI will no longer think they have no units in combat if the units they have passed the turn - for example due to staying behind the City Walls. (164)
  • AI will only consider itself significantly outnumbered in combat only if the enemy army is rated 5 times stronger instead of 3 times (165)
  • Changes to how the AI rates the value of spells in trades (166)
  • Adjusted how strong Diplomatic Reaction is generated by various overland curses. Corruption and Raise Volcano is no longer the most horrible spell imaginable, outranking Call the Void among others. (168)
  • Adjusted Diplomatic Reaction to casting and maintaining various global enchantments for similar reasons. (169)
  • Spell Binding now works as intended when used by the AI instead of doing nothing. (171)
  • AI players are now able to pick predefined items when casting Create Artifact instead of always having to random generate them. (178)
  • AI players are now able to cast multiple spells in an overland turn if their casting skill allows instead of being forced to stop casting after once spell. (179)
  • AI has a larger preference of using various strong combat spells including : Doom Bolt, Mind Storm, Dispel Magic True, Banish, Word of Death, Dispel Evil, Earth Elemental, Air Elemental, Phantom Beast, Crack's Call. This is only a small fraction of AI combat spell selection improvements in Caster of Magic due to compatibility limitations, unfortunately. (181)
  • AI uses different weights for various spell groups depending on combat situation in combat (182)
  • AI no longer has a "must do" level priority for disenchanting Call Lightning and Wrack, instead the chance is merely higher than normal. (183)
  • AI now considers Web a spell that's best to cast when having a superior army in combat instead of equal. Priority boost to use against flyers is raised. The AI will have additional preference to use this spell if the combat drags out very long. (184)
  • Various small adjustments of priorities for other combat spells (185, 186, 188, 190, 191, 193, 194, 195, 196, 197, 198, 199, 200, 201, 202, 203, 205, 206, 207, 257, 258, 289, 355, 382)
  • Guardian Wind will never be used if the enemy has no missile units to defend against instead of rarely used (187)
  • AI will consider Mind Storm the best to use when both sides are roughly equal instead of when heavily outnumbered (189)
  • AI will now only disband obsolete units if the global unit cap is near instead of once every 25th turn. Disbanding is now "hero safe", no heroes or other valuable units will get disbanded. (217)
  • AI distributes their power base smarter (224)
  • AI will no longer disband their units affected by Stasis (227)
  • Fixes various bugs and improves details on how AI players decide which spell category to cast a spell from (229)
  • AI players are less spammy with overland dispelling type magic. (230) Original priorities were so high that often all 4 enemy wizards started dispelling the same enchantment, wasting a lot of resources as well as making these enchantments not worth casting at all.
  • AI players will no longer cast Nature's Wrath, Tranquility or Life Force if they already have it in effect (231)
  • AI players will no longer cast Time Stop if they already have it in effect and will not do it unless having a large amount of mana crystals available. Also changes the priority of various overland curses.(232)
  • AI will no longer cast Move Fortress, since they lack the ability to comprehend racial unrest, and their fortress is generally their most defended city to begin with. (233)
  • AI now considers Spell Binding a way to dispel global enchantments instead of a "generic" enchantment that can be used at any time. (234)
  • AI now targets the correct cities with Flying Fortress (235)
  • AI is less likely to chose random realms for Spell Ward (236)
  • AI no longer loses all their fantastic units to maintenance after using Time Stop. AI will not cancel Suppress Magic after a Time Stop - Insecticide already removed the cancellation of all other global enchantments but skipped this one for some reason. (237)
  • AI will no longer ignore global enchantments that have a very high dispelling priority (238)
  • When the AI casts Drain Power, Cruel Unminding, Subversion, the spells will properly work instead of sometimes being cancelled without an effect. (239)
  • AI will check if their towns need more defending units every turn (243, 245)
  • AI will be smarter when deciding which units to gather from where when building a new stack for offensive use. Cities, especially fortresses will never be left with weakened garrisons, not even temporarily. Units guarding nodes are no longer forgotten about, spending the rest of the game on the same node tile. (244, 333, 478) While this change goes in a somewhat different direction than Insecticide, prioritizing survival over offense, it should make the AI overall better. When selecting what to send based on unit ratings, the correct value is used instead of an incorrect one (249). When sending the selected units, only as many are sent as needed, so movement does not fail due to the resulting stack getting larger than 9 (494)
  • AI no longer considers units owned by the human player at 25% of their calculated strength : fixes an Insecticide bug. War targets are 10x more important than nonwar targets - reversal of Insecticide change which lowered this to 7. Peaceful and Lawful wizards will never consider a city a target unless they formally declared war to its owner. (246)
  • AI will no longer disband all their fantastic units believing they cannot afford them if Time Stop if in effect. (248)
  • AI will no longer avoid building with a Settlers if another player has a unit nearby. Reversal of Insecticide change (which raised the existing chance of not building to 100%) and a further step to the opposite direction, the Settlers will always build if able. The unit "threatening" the city might belong to an ally or even worse, might kill the settler before building, so waiting will not help! (250)
  • Peaceful and Lawful wizards never get Hostile unless attacked or they declare War. (252)
  • If an AI unit finds nothing they can attack in combat, they'll move into the area of the city to cause damage instead (254)
  • AI wizards will not cast Disjunction against spells belonging to their allies (259,260)
  • If an AI unit cannot find anything to attack in combat, and there is no city to damage, they'll move around randomly to try finding Invisible enemies and provide a harder target for a flying army. (263)
  • AI now uses ships to transport units properly - fixed at least a dozen bugs here (265, 266, 274, 290, 319, 320, 330, 332, 338, 358, 392, 393, 400, )
  • AI wizards will now allocate all their power on producing mana crystals while casting Time Stop (267)
  • AI will always use alchemy to get rid of excess gold if gold is over 24000 (268)
  • Multiple warnings from the AI increase the chance of a declaration of war. (278)
  • The AI will no longer assign infinite priority to enemy capitals when selecting a city for curses. (279)
  • The AI will now avoid Nature Warded cities by Earthquake instead of Chaos Warded and Consecrated cities (280)
  • AI selects targets for Corruption and Raise Volcano better (286)
  • AI no longer disbands their settlers and engineers after turn 200. (288)
  • The AI can now store their items in the vault. The AI will look at, and rearrange all equipment on their heroes at the start of every turn the same way they do when receiving a new item, to ensure any new hero gets equipped immediately. (The AI does not pay mana for moving items though, nor do they check for water movement enablers, so they can still potentially drown their heroes by replacing water walk, wraith form or flight items with another) (294)
  • The AI selects a continent to invade more frequently and smarter (295, 296, 297, 300, 301, 322, 331, 339, 361, 414, 462)
  • Various fixes in Hostility (298,299)
  • AI targets units with overland buffs smarter - complete rewriting of the Insecticide patch for this, which strongly favored heroes and capital - now still prefers those but considers many other factors, such as preferring to buff already buffed stacks more. Also considers effects of the buff and selecting an appropriate target, like not buffing a wind walker with Wind Walking, or casting two of that spell on the same stack. (303)
  • AI players will not move their armies through tiles occupied by enemies as a shortcut - reversal of original behavior and Insecticide's amplification of it. (308)
  • Improves how the AI calculates which realms they need protection from during combat by casting protective unit buffs (312, 313)
  • AI will prefer to build Ship Wright's Guild faster on Tiny and Small landmass (321)
  • AI selects a target for unit buffs in combat better (327)
  • AI is now able to use ships to attack enemy units over sea! (334,359,415)
  • AI produces more ships, depending on land size (335)
  • AI will not override the selected target in combat with a different one based on the unit being the same type - same type units are not identical, they are at a different position in the battlefield and are under the effect of different spells (337)
  • AI can use the Planar Travel and Plane Shift ability to travel to the other plane. (340, 380)
  • AI can use the spell Astral Gate, and move units through it (341, 342, 343, 380)
  • AI can use flying or swimming units to attack enemy units over sea! (344, 359, 395,415, 417, 417, 420, 486)
  • AI will not target units enchanted by Spell Lock with Banish and Dispel Evil (346)
  • AI now reconsiders what to do with a unit that was given an order to move towards a target in an earlier turn, instead of mindlessly marching towards a - potentially no longer existing - target. (357, 367, 373, 394, 396)
  • AI will not attempt to build a new stack from units already being sent towards a target (360)
  • Changes to how much temporal diplomatic variables increase at the end of turns (375)
  • Confused units switching sides no longer makes the AI "panic" thinking they have no or not enough units in battle, triggering fleeing or casting spells that should be used in unwinnable situations (376)
  • AI will not use Prayer if they already have High Prayer (383)
  • AI will no longer try to rush enemy ranged units if behind a Wall of Darkness that disabled ranged attacks anyway (399)
  • The AI will no longer cancel all their city curses if a Peace Treaty is formed. (402)
  • Peace Treaty now lasts the same number of turns for both players involved (402)
  • Attacking the AI or performing any other hostile action now reduces the Peace Counter , speeding up the end of the Peace Treaty. (403)
  • The AI is now able to attack with units having a 0 attack power if they also have a thrown, breath or gaze attack that might still do damage anyway (408)
  • AI can use flying or swimming units over sea to attack enemy units over land nearby! (413,415, 417, 418, 420, 478, 486)
  • Triggering a Diplomatic Reaction no longer resets the Hostility timer.
  • The AI now checks for the availability of Crack's Call when deciding to use Web. (426, 430)
  • The AI will prefer spells that target heroes in combat - both buffs to own heroes and direct damage to the enemy. Note that this does not makes them actually want to target the heroes, but if they would get targeted, the spell is more likely to get chosen for casting than spells that do not target a hero. (429)
  • AI will never disband a hero if low on gold (435)
  • AI will prefer to target ores with Raise Volcano and Corruption (441) - not sure if also allows them to target hills and mountains since that is a CoM mod - if not, this change might not be all that useful.
  • AI can now use Wind Walking units to carry the entire stack over sea (446, 466, 509)
  • AI selected targets for settling better (448)
  • The AI will now consider the target's military power when deciding on a Break Treaty or Declare War request (453)
  • Personality now has a reversed effect on the AI's decision on a Break Treaty or Declare War request : more peaceful AI is less likely to accept instead of more likely. (453)
  • AI now recognizes Wall Crusher and can use such units to attack walls (463)
  • AI will target enemy stacks on the overland map with spells better (469, 485)
  • AI will no longer attack flying units with melee units if their ranged attack is invalid (missile or magic immunity) (471)
  • AI will not send a stack towards a target on the overland map if it cannot be reached due to all paths being blocked (478)
  • AI units will no longer use a precalculated path for movement from earlier turns which can potentially cause them to bump into stuff like units or new outposts unintentionally (487)
  • AI is now able to send multiple stacks towards the same nearby target on the overland map for a concentrated assault and more effective use of Towers of Wizardry (488)
  • The AI will no longer try to attack the fortress of already banished wizards (504)
  • AI can now find targets for Warp Node (510)

Gameplay and interface changes Edit

  • Adjustments in monster lair costs. Allows Werewolves and makes value more appropriate for strength of the monsters. (001)
  • Adds new land size option : Tiny. (003)
  • Minimal distance between Towers of Wizardry is 4 instead of 10 (009)
  • Adjustments of monster points for various types of Encounter Zones (013)
  • Encounter Zones can have up to 6 of the primary monster selected instead of up to 4. (015)
  • Treasure points always receive a +75 additional bonus to avoid Encounter Zones that contain "Absolutely Nothing" (017)
  • Treasure can contain larger sums of Gold or Mana. (019)
  • Higher amount of treasure points can be reserved for an Item in the treasure. This ensures items created by the player through Itemmake.exe will usually be possible to find. New cap is 6000 mana, items more expensive than that will not be possible to get this way. Original maximum was 3000. Furthermore, for each 100% treasure points spent, the actual item value added is 120%. (020)
  • Spell treasure rolls are no longer cumulative and cost more treasure points to prevent disproportional rewards. (022)
  • Adjustment of the chance for Book/Retort treasure (023)
  • Book/Retort treasure no longer disables all other treasure automatically (024)
  • Adjustment of the chance for each treasure type (025)
  • There can be a maximum of 2000 total units in the game instead of 1000. (473, 499)
  • Wizard names can be up to 16 characters (474)
  • The generated terrain cannot contain closed water bodies cut off from sea, in other words there are no lakes. Lakes are impossible to handle for the AI and cause them to be unable to properly use ships to transport armies. (480)
  • New option : Backup Saves - Generate a new autosave file each turn in addition to the "continue" file, so the game can be rolled back to any turn already played. (508)
  • Alchemy can convert up to 10000 mana or power at once instead of 999 (046)
  • Failing to find a retort or book due to having too many in treasure now grants twice as valuable items as replacement. (054)
  • New formula for Threatening in diplomacy (060)
  • Adjustments to diplomacy end of turn effects and relation shifts (061,094)
  • If the AI's "break alliance" request is refused, relation is no longer instantly set to the lowest, instead a major loss of points happens. (063)
  • New formulas for Player to AI Diplomacy treaty proposals. (064)
  • Peace Treaty has a longer duration (067, 223)
  • Various changes to Diplomatic Reaction including triggers to several previously unused AI texts, and the ability for the AI to be pleased or reward gold if the AI's enemies are being attacked by the player (068,069)
  • Breaking a treaty no longer reduces Hidden Relation towards unrelated wizards (071)
  • Offering tribute is more effective. (072)
  • The AI players are more patient during trades (073)
  • Favorable trades increase Visible Relations a bit more (074)
  • Alliances allow the player to move their units in the AI's territory without penalties. (092)
  • Banishing or defeating a wizard will only provoke a negative Diplomatic Reaction from the wizard's friends/allies. Their enemies will have a positive Diplomatic Reaction instead. (103)
  • Banishing a wizard no longer lets players take half the other wizard's mana reserves. (105)
  • The number of current turn is displayed during combat (109)
  • If a unit has both ammo and mp, both are displayed during combat (110)
  • Strategic combat spreads damage between units weighted by their cost instead of forming a queue and killing them off one at a time until enough damage was distributed. This results in more survivors for the winner, but also more wounded. (112)
  • Improved calculation of a unit's offensive, defensive and ranged potential for strategic combat and AI decisions (114, 115)
  • Specific bonus Icon ToHit.png To Hit limited to melee or ranged attacks only is now displayed on the units. If a unit has both, they're merged into a regular Icon ToHit.png To Hit bonus. (142)
  • If a human player ends up with more than 9 units on a map tile, the new unit freshly produced will be pushed away to an adjacent tile instead of the one with the lowest maintenance. (149)
  • Spell of Mastery can no longer be found in captured fortresses or traded for. (167)
  • Grand Vizier no longer builds units, and will not chance the unit production orders (212)
  • Excess population carries over instead of being lost when reaching the next 1000 (213)
  • Astrologer and Historian shows more accurate ratings for players (221, 222)
  • AI players can now request their human ally to declare War on their enemies. Refusal of this request results in a severe penalty to Visible Relation but the Alliance isn't automatically broken. (281, 282)
  • Rampaging monsters can now destroy a player's capital, eliminating them from the game. (283)
  • Unit view displays the spells heroes know (284)
  • Vault has 8 slots instead of 4 (292)
  • +X To Melee and To Range are displayed if a unit has melee only or ranged only hit bonus (304)
  • Unit movement is displayed as a number (305)
  • To Hit and To Defend are displayed even if they're negative (306)
  • When scouting a lair, "a few" appears if there are 3 or 4 monsters. "many" is shown if 5 or more. Neither if only one or two. (307)
  • Strategic Combat tries to keep heroes away from harm's way when able (309)
  • if a Rare or Very Rare spell is to be awarded in treasure, the Arcane realm cannot be chosen as the reward - all spells in it are common or uncommon, so that would waste a potential good spell find.(329, 507)
  • Units moving through an overland map tile containing a ship or other transport do not automatically set to patrol - prevent ships "catching" units halfway through their assigned movement, making them stop and get forgotten about (345)
  • Maintenance costs on units are displayed as a number instead of that many small icons (352)
  • Changes to Raider stack spawning and effect of Revolting Raiders option (364)
  • Automatic Combat - aka Strategic Combat - can now raise undead for the winner, if they have Death spellbooks, or units with the Create Undead or Life Steal ability (381)
  • Holy Bonus and Resistance to All now shows the bonus level (+1 or +2) (412)
  • Astrologer and Historian graphs are updated (428) Magic Power is now Power Production, only contains power obtained. Spell Research is now Spell Power and contains both skill and research. The Historian graph is a sum of population, army strength and power production. Spell Power is not included since skill and research only makes spells available, but does not provide the actual power to use them.
  • Heroes can no longer desert if low on gold, if any other unit is available, they'll desert instead, if only heroes are left, they'll not desert. I made this change mainly to help the AI, but since then I found that the AI units never desert due to low maintenance anyway - This change might be unnecessary? (434)
  • City growth will always be reported (reversal of Insecticide change, 439)
  • Declare War On requests will never succeed if there is a Peace Treaty between the two players. (449)
  • Changes to the order units are placed on the battlefield in combat and in the order they get automatically selected : aim is to have all ranged units and all melee units in one "block" instead of alternating. (454)
  • Weapon Abilities now show up on the unit view (460)
  • New option : Backup Saves : create a numbered save file after each turn played (508)
  • When a city reaches maximum population and is set to Housing, it'll switch to producing Trade Goods at the end of turn. (512)

Optional files Edit

None of these are pre-applied in the 1.50 version, but the patch files are provided for use if desired.

  • Spells that use a slider are not available for enchanting into items, to prevent the "max slider for free" exploit. (I001, 324)
  • Enable Life and Death book picks at the same time. (005, 055)
  • Myrran costs only 2 picks (006)
  • Fewer neutral towns generated (026)
  • Peaceful is allowed for Death wizards, Maniacal for Life wizards at low chance (030)
  • Maximal combat duration halved (033)
  • Lightning bolts hit enemies during combat at the wizard's fortress proportional to casting skill (034)
  • Maintenance cost field in unit tables now works - has no effect unless modding is intended to actually chance the data in the field (037)
  • Buy cost is always 2x (038)
  • Towns can display up to 16 buildings for production - Only useful if modding the building tree (039)
  • Jewelry does not cost double mana for stat increasing abilities (133)
  • Undead fantastic creatures do not have an increased maintenance cost (147)
  • Ranged attacks cost all movement instead of 10 (157)
  • Leftover productionIcon Production.png is not lost but used for the next project (211)
  • Death units can heal naturally except undead, zombies and skeletons (215)
  • Raise Volcano allowed on Hills, Mountains (277)
  • Production can display more than 10 unit types - ever wondered why Spearmen sometimes disappear?(427)
  • Ships and Catapults have no food maintenance - Highly recommended for AI reasons (436)
  • Elementals and Phantoms can be raised as undead (497)

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