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Master of Magic 1.5, temporal codename "Raid" development

This thread is outdated. The project is now in the release candidate phase. You can download the 1.50 patch in the new thread : http://realmsbeyond.net/forums/showthread.php?tid=7954
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The time has finally come to split all the changes I made for Caster of Magic from those that are suitable as an update of the "Insecticide" project, and create Master of Magic 1.5.
While the project is being assembled, I'll refer to it under the name "Raid" but at the time of the completed release, it'll simply be "Master of Magic 1.5", nothing more. Anyone who wants can add whatever suffix they like to show it's unofficial.

I don't have the patience, time, and testing capacity to play the game for another 3 months non-stop like I did for Caster of Magic, and I don't have a reason to either, as this release is for the community, not myself, I'm happy with playing CoM instead.

I request everyone who cares about getting an update to the original MoM game to help by testing the patch files. They are copy-paste from CoM and are tested in theory, but there is no guarantee they'll work as intended in a new environment, there might be dependencies I overlooked, or I might have simply missed copying a byte or two.

I also need feedback on which of the patches should be included in the main project and which should be kept as a separate, optional patch files.

The philosophy is pretty much the same as Insecticide, except that I also want to provide "mod" type optional patches that are not included in the exe by default, but can be added in by the user if desired. I also aim to fix flaws or bugs insecticide added by accident, there aren't too many of these but they certainly exist.

You can download the files here :
http://seravy.x10.mx/Raid

To apply a patch, type in FILESET Magic.exe patchfile.txt in any command prompt (total commander, cmd, or dosbox).
All patches need to be applied over insecticide 1.40n. If you are getting any warning message, you are probably using the wrong magic.exe file, or have already applied the patch to it. In either case, the patch will get applied anyway so as long as you did use the correct file, you don't have to worry about them.


Patches follow the naming scheme Mxxxyyyy.txt where
M means it is for Magic.exe, W is for wizards.exe
xxx is the number the patch should be referred as in posts.
yyyy is the type of the patch which can be
FIX - for patches that fix a bug or very serious design flaw that doesn't alter core gameplay rules
AI - for patches that improve AI and have no effect on anything else
DIPL - for patches that improve diplomacy only
FEAT - For everything else, that adds new features, mods, or changes rules.

The first 3 categories will doubtlessly be included in the final release unless they prove incompatible, or inefficient in the original game rule environment. Files marked "FEAT" will be included if they are convenience feature and not if they are mods, but these are up to the community decisions as they are a grey area.

I request test results in the following format :

123 : Safe, Include
if you tested patch 123, had no problems, it does what is described in the file (please read the text in the patch files!!!) and think it needs to be included in Master of Magic 1.5
123 : Safe, Optional
if you found no problems and consider it not suitable for Master of Magic 1.5 as default inclusion.
123 : Safe
If you found no problems and are fine with both including and not including the change.
123 : Bug, it does not ...
If it didn't work, or did something different from described, with proper description of what is wrong

All 252 patch files are now available for download and testing!
Reply

Include : I plan to include this feature. (please test these first)
optional : The patch file will be available but not applied to the exe by default.
Not include : The patch file will not be included (either buggy or incompatible)
Undecided : I haven't decided yet, please post your opinion on inclusion of these files.
Each "+": sign marks one person who reported the patch as correctly working.

001 - Monster point table - Include
002 - Books to personality/objective - Include
003 - 5th landmass option - Include
004 - display correct books for 3 realms on default wizard - Include (doesn't change anything but helps modding)
005 - Life+Death wizards - optional
006 - 2 picks Myrran - optional
007 - max 10 books - Not include - AI can still get 11 books through the mass replace realm function, removal/change of that would be needed, otherwise it's not fair.
008 - no runemaster books needed - Not include
009 - fixed tower placement - Include +
010 - no crash from failure to place capital - Include
011 - no starting builder's hall - Not include
012 - Myrran nodes placed wrong - Include +
013 - Monsters in dungeons amount - Include +
014 - No crash from dungeons having to be 2 cells apart on smaller landmass - Include
015 - Up to 6 primary monsters per dungeon - Include
016 - Monster point to treasure change - Include +
017 - Minimum treasure 118 - Include
018 - Towers not cheating with treasure points - Include
019 - Gold, Mana more available in treasure - Include +
020 - More valuable items in treasure - + Include but modifier is only +20% not +60%.
021 - Prisoner treasure cost bug - Include +
022 - Spell treasure unreasonable - Include +
023 - Less "Special" treasure - Include
024 - "Special" treasure not always by itself - Include
025 - Treasure distribution weights - Include +
026 - Less neutral towns - optional +
027 - New starting relations formula - Include
028 - No AI uncommon spell cheat, secondary personality realms - Include
029 - Retort effect on personality - Include
030 - Peaceful and Maniacal available to all wizards - optional
031 - Not always SSs'ra - Include
032 - Autosave fix - Include
033 - Shorter combat - optional
034 - Fortress Lightning - optional
035 - Diplomacy personality table - Include
036 - AI personality to curse chance - Include
037 - Maintenance from unit tables - optional
038 - always 2x buy cost - - optional
039 - Long town lists - optional
040 - Can make units in full town - Include
041 - Contact with the eliminated wizards - Include
042 - Nature Awareness = Detect Magic bug - Include
043 - Can continue moving - Include
044 - Planar Seal casting bug - Include
045 - Entangle bug - Include
046 - Greater Alchemy transfers - Include
047 - Gold and Mana above books - Include
048 - Display caster ammo - Not include
049 - Wrong amount of scouting displayed - Include
050 - Current Summon Demon display - Include
051 - Current Immunity display - Include
052 - Show save modifiers - Include
053 - Gift of Gods gives good items -Include
054 - Failed special value - Include
055 - Life+Death treasure - optional -
056 - DIPL event 02 crash fix - Include
057 - Missing spell name in offer - Include
058 - No declare war first on allies - Include
059 - More refusal flavor text - Include
060 - Threaten new formula - Include
061 - End of turn diplomatic shift - Include
062 - Missing name in break alliance - Include
063 - Refusal of break alliance penalty - Include
064 - Player proposal reply roll - Include
065 - Peace interest not blocking audiences - Include
066 - AI Peace treaty possible - Include
067 - Longer peace treaties - Include
068 - Diplomatic shift occurred event changes - Include
069 - No sharp modifiers to diplomacy - Include
070 - Reverse HREL on breaking treaty - Include
071 - No global HREL penalty - Include
072 - Offer tribute change - Include
073 - More patience with trading - Include
074 - more REL bonus from trade - Include
075 - Spells not gained in trades bugs - Include
076 - AI War check too rare fix - Include
077 - Fixes player receiving unoffered gold - Include
078 - AI to AI diplomacy fixes - Include
079 - No distance check for AI to AI pacts - Include
080 - No instant war to help AI ally - Include
081 - Gold reward message always show up - Include
082 - AI to player diplomacy blocker removal - Include
083 - Lower chance of AI dropping the warning - Include
084 - No nonpeace offers during war fix - Include
085 - More AI to player offers - Include
086 - Text group 4 used when war from threats - Include
087 - AI aggression starting turn - Not include
088 - Peace treaty ignored for AI to AI fix - Include
089 - AI War declaration new formulas - Include
090 - AI War declaration bug fixes - Include
091 - No excessive safety from treaties - Include
092 - Alliance allows trespassing - Include
093 - New town warning uses more suitable texts - Include
094 - End of turn "interest" diplomacy variable growth - Include
095 - AI to player offers - Include
096 - AI broken treaty uses proper text - Include
097 - AI treaty offers, additional gold/spell chance - Include
098 - AI can offer peace fix -Include
099 - Warning consequences roll formula - Include
100 - Peace treaty proposal roll - Include
101 - End of turn Peace interest shift - Include
102 - AI casting after defeated bug - Include
103 - Defeat/banish penalty change - Include
104 - AI concede skill limit - Include
105 - No mana for banishing - Include
106 - Attacking diplomatic effects - Include
107 - Razing outpost ignored bug - Include
108 - Wind walking prevents attacks bug - Include
109 - Combat turn displayed - Include
110 - Simultaneous ammo and mana display - Include
111 - Strategic combat fix -Include
112 - Strategic combat damage distribution - Include
113 - Healing bug fix - Include
114 - AI "defense rating" formula - Include
115 - AI "offense rating" formula - Include
116 - AI Life Drain targeting - Include
117 - AI fireball targeting - Include
118 - AI no redundant haste/invisibility - Include
119 - AI no shatter on atk 2 - Include
120 - AI combat curse targeting - Include
121 - AI no possession on Death Immunity - Include
122 - AI no mass effect spell bug - Include
123 - AI warp creature targeting - Include
124 - AI dispel magic targeting - Include
125 - Spell ward counters in combat - Include
126 - AI nonrandom strength Counter Magic - Include
127 - Raise and Animate Dead raises the living bugfix - Include
128 - No fortress discount - Optional
129 - No demon summon if 9 units - Include
130 - Flying units can stall - Include
131 - Doom bolt display bug - Include
132 - AI minimum MP to cast - Include
133 - No 2x cost on misc items - Optional
134 - Item generation bugs - Include
135 - Avoid item slots 0 - Include
136 - Merging works - Include
137 - Magical bows - optional
138 - Ghost unit bug fix 1 - Include
139 - Dispel not removing immunity bug - Include
140 - Invisibility spell applies ability - Include
141 - Chaos Surge has no effect bug - Include
142 - Bonus to hit merged to display if able - Include
143 - Flight 3 movement - Include
144 - Undead immunities - Include
145 - Berserk no negative defense - Include
146 - Black sleep lose movement types - Include
147 - Fantastic unit maintenance - optional -
148 - Dead units cannot die - Include
149 - Over9units change - Include
151 - AI overland unit value formula - Include
152 - Fix : Throw ignores Weapon immunity - Include
153 - Fix : special attacks have no effect - Include
154 - Fix : Immolation on ranged - Include
155 - Fix : Invisible city walls - Include
156 - Fix : Blur - Include
157 - Ranged attacks cost entire turn - optional -
158 - AI combat unit targeting priority - Include
159 - Units killed in combat diplomacy fix - Include
160 - Fix : Not involved units can't flee - Include
161 - Fame for 4 units even if 20+ fame - Not include - I misunderstand the code for this one, it actually enables LOSING the 1 fame for losing 4 units in battle when below 20 fame instead, not prevents the winner from gaining it. Don't think there is a need to enable that, although this limit is pretty weird nonetheless.
162 - Gold gained for conquest - optional -
163 - AI Army ranged capacity calculation -Include
164 - AI idle units not ignored in combat ratings -Include
165 - AI combat rating "hopeless" -Include
166 - Trading spell value -Include
167 - No Spell of Mastery transfer -Include
168 - Curses diplomatic effect -Include
169 - Enchantments diplomatic effect -Include
170 - Found books inconsistent -Include
171 - Spell Binding AI fix -Include
172 - Raise Dead/Animate Dead crash -Include
173 - Animated enemy units not gone at end of combat bug -Include
174 - Warp creature fix/mod - Include - 275 undoes the mod part.
175 - Wrack fix -Include
176 - Call Lightning fix -Include
177 - Call Chaos fix -Include
178 - AI create artifact can make predefined items -Include
179 - More than one AI overland spell - Include
180 - Archmage antidispel to Runemaster - Not include
181 - AI combat spellcasting core changes - Include
182 - AI combat spellcasting decision matrix - Include
183 - AI disenchant priority - Include
184 - AI web priority - Include
185 - AI Iron Skin priority - Include
186 - AI Dispel Magic priority - Include
187 - AI no pointless guardian wind - Include
188 - AI flight priority - Include
189 - AI Mind Storm category - Include
190 - AI anti-invulnerability spells priority - Include
191 - AI Fireball priority - Include
192 - AI Magic Vortex category - Include
193 - AI Flame Strike, Prayer priority - Include
194 - AI Warp Reality priority - Include
195 - AI Healing priority - Include
196 - AI Invulnerability priority - Include
197 - AI Berserk, Life Drain priority - Include
198 - AI Death Spell priority - Include
199 - AI Animate Dead priority - Include
200 - AI Disenchant priority 2 - Include
201 - AI entangle priority - Include
202 - AI Counter Magic priority - Include
203 - AI Blur priority - Include
204 - AI Call Chaos priority - Not include Spell plain sucks without modding, not sure if it should be used.
205 - AI Dispel Evil priority - Include
206 - AI Lionheart priority - Include
207 - AI Dispel Magic - Include
208 - AI combat unit value formula - Include
209 - Debug information - Not include
210 - Ghost building bug - Include
211 - Production carryover - optional
212 - Improved Grand Vizier - Include
213 - Population carryover - Include
214 - Hero chance fix - Include
215 - Death units can heal - optional -
216 - Ghost unit bug fix 2 - Include
217 - AI unit dismiss change - Include
218 - Evil Presence works -Include
219 - AI Evil Presence targeting -Include needs testing
220 - Negative growth impossible bug - Include
221 - Astrologer total Power -Include
222 - Astrologer total Army -Include
223 - AI reduces peace counter twice - Include
224 - AI power distribution - Include
225 - AI alchemy decision - Include
226 - AI alchemy bug - Include
227 - AI no disband on stasis - Include
228 - AI research selection - Include
229 - AI overland spellselection - Include
230 - AI less disjunction - Include Upped Crusade priority to 50.
231 - AI casts already cast enchantments bug - Include
232 - AI curse priorities - Include
233 - AI no move fortress - Include
234 - AI Spell Binding is a disjunction spell - Include
235 - AI Flying Fortress targeting fix - Include
236 - AI less random warding - Include
237 - AI Time Stop cancelling decision - Include
238 - AI disjunction bug fix - Include
239 - AI wizard curses no effect bug - Include
240 - AI can buy immediately - Include
241 - AI buy decisions - Include
242 - AI optimal stack size - Include
243 - AI check for defenders needed every turn - Include
244 - AI split patrolling stack - Include
245 - AI defenders needed amounts - Include
246 - AI mark targets on map - Include
247 - AI weak defense detection - Include
248 - AI Time Stop don't disband all summoned units - Include
249 - AI splitting stack unit value fix - Include
250 - AI settlers use - Include
251 - Miner's Guild fix -Include
252 - Peaceful no hostility - Include
253 - Evil presence not shown on Cathedral fix - Include
254 - Anti-stall AI tactic - Include
255 - Bugfix : Confusion, control not returned at end of turn -Include
256 - AI don't target units temporarily switching sides with Dispel - Include
257 - required for 258 - Include
258 - Combat AI spell priorities fine tuning - Include
259 - Allied enchantments don't add to "disjunction needed" priority for AI - Include
260 - Allied enchantments are not targeted by disjunction for the AI - Include
261 - Invulnerability can be dispelled - Include
262 - Unit moves randomly when confused effect not ignored by AI - Include
263 - AI, units move randomly if no valid melee target (anti-invisibility tactic) - Include
264 - Possible to find prisoners with a full stack, hero will get pushed to nearest free square - Include
265 - AI ship carry capacity fix - Include
266 - AI ship carry capacity fix 2 - Include
267 - AI 100% mana when Time Stop casting - Include
268 - AI alchemy, always convert gold to mana if over 24000 gold - Include
269 - Spell Binding cannot fail - Include
270 - fix : Create Artifact base cost (used by Suppress Magic) is wrong - Include
271 - AI won't consider uncontancted players as valid targets for overland curses - Include
272 - Depletion and New Minerals work - Include
273 - Depletion and New Minerals will be postponed if no valid target is found at time of execution - Include
274 - AI ship carry capacity and movement fix 3 - Include
275 - Warp creature does not crash but stays random - Include
276 - Fix : No ores from volcanoes on creation - Include
277 - Allow raising volcanoes on hills, mountains and volcanoes - optional -
278 - Declaration of War chance increases after each warning message - Include
279 - AI will not add (almost) infinite priority to targeting the fortress city. - Include
280 - AI targeting Earthquake checks for Nature Ward instead of Chaos Ward and Consecration - Include
281 - AI can request a declaration of war from the allied player - Include
282 - Refusal of DoW request from AI doesn't break alliance - Include
283 - Rampaging monsters can destroy a player's fortress town - Include
284 - Unit view displays innate spells on heroes. - Include
285 - Fixes bug : Summon champion fails finding a hero when there are no champions left - Include
286 - AI will try 100 times to find a good target for Corruption/Raise Volcano - Include
287 - Call Chaos AI crash fix - Include
288 - AI don't disband settler - Include needs testing
289 - AI Warp Wood, Guardian Wind priorities Include
290 - fix turn 384 crash of W274 - Include
291 - Items dropped don't vanish after the first 6 - Include
new files (not uploaded yet)
292 - 8 slot vault - Include
293 - Bugfix : AI equips shield into the staff slot - Include
294 - AI vault - Include
295 - AI SoM check bug for continent selection - Include
296 - AI more frequent continent evaluation - Include
297 - Jihad hostility prefers fortress even more - Include
298 - AI personality to hostility roll - Include
299 - Hostility set based on treaty - Include
300 - Treaty change resets main action continent - Include
301 - Continent evaluation bug - Include
302 - Dispelling web and black sleep bug - Include
303 - AI overland buff target selection - Include
304 - Display + To Range and + To Melee in unit view - Include
305 - Movement displayed as number - Include
306 - Negative To Hit displayed - Include
307 - More detailed Lair info (3 stages, "a", "a few", "many") - Include
308 - AI don't bump into stacks unintended - Include
309 - Heroes have least chance of getting hit in strategic combat - Include
310 - Lawful AI razing buf - Include
311 - obsolete, 312 completely replaces this procedure - Not include
312 - New AI army magic attack realm percentage calculator - Include
313 - AI anti-magic combat spell casting - Include
314 - Resistance applied twice to Terror bug - Include
315 - Remove obsolete unused AI combat tactic (66h,67h) - Include
316 - More precise stack strength evaluating (weak stacks don't get abandoned) - Include
Reply

Awesome, I'm excited to hear about this. A couple of questions:

Are all of the patches stand-alone for the purposes of testing?

Do you want us to wait and actually test patches before voting include or optional? I have opinions on some of these even without playing them, and probably won't have time to test everything individually.

And questions about individual patches:

M011FEAT - No Starting Builder's Hall for cities: What's the reasoning behind this one? The others I can at least see why a person might want that particular thing enabled.

M031FIX - Default AI wizards will unselect Myrran to avoid always Sss'ra being the only one there: I've read the summary of this one half a dozen times and I still don't understand what it's supposed to do.
Reply

I just broke my computer screen today so it's in for repair, 1 week to get it back. I'll test when I get it back. I stickied the thread at least.
Reply

011 : This was made because CoM doesn't allow Builder's Hall for some races. Not sure if there were any such races in vanilla, probably not. One of those files that go to the "not include" list for sure.
031 : There is a requirement of at least 1 Myrran wizard on hard or higher difficulty. 99% of the time, that's SSs'ra because ha has Myrran by default and fullfills this requirement without that very low chance of a wizard randomly picking Myrran happening. However, if he unselects Myrran before starting the random pick process then every AI wizard has an equal chance to be Myrran. The tradeoff is that he will have Channeller 99% of the time instead.

The patches are standalone, unless the descriptions says they aren't. Some are recommended to use together in groups though, like treasure/lair monster patches are most balanced if all of them are applied.

You can say yes/no to patches without testing them if you understand what they are for from the description, but it's the best if you test them, if you have the time. (and yes, some are pretty obvious for not inclusion)

meanwhile I continued working, so far have about 30 new DIPL files and about halfway done with the diplomacy code block...some files even contain as many as 4-5 changes or features. Uhhh...this will take a while. I'll probably make a new upload when I finish the diplomacy code block.
At W094 now and still only at 69xxxh in the file which ends at F4xxxh.
Reply

Do we want the modded fleeing system or the "raise zombies over 9 total units" mods?
It would be a huge pain to try to separate these two from each other, so I rather skip unless it's absolutely needed. They are mods afterall, neither belongs to this project in my opinion, although the 9 unit when raising limit hurts the Death realm really badly and makes most spells that can do that weak.
Reply

I'm getting "runtime error 002 at 0000:0188." when trying to patch my magic.exe with the provided fileset.exe. This is magic.exe from Insecticide 1.40n, MD5 c8dc86c57585d239a8713a19ec4b785c. I'm running DOSEMU 1.4.0.8.
Reply

(November 30th, 2015, 18:16)spottedshroom Wrote: I'm getting "runtime error 002 at 0000:0188." when trying to patch my magic.exe with the provided fileset.exe. This is magic.exe from Insecticide 1.40n, MD5 c8dc86c57585d239a8713a19ec4b785c. I'm running DOSEMU 1.4.0.8.

Did you specify both needed parameters?
Are all 3 files in the same folder?

Runtime Error 002 is "File Not Found", so one of the files is missing or you didn't type the name for them correctly.

It should be :
FILESET MAGIC.EXE M001FEAT.TXT
or whichever patch you want to use.
In total commander you can hit ctrl+enter on fileset then magic then the patch and press enter finally.
Reply

feature 002 - time consuming test, but recommended
feature 009 - safe, include
feature 012 - safe, include
feature 013 - appears safe .... include for arcanus weak lairs, optional for hard ones and/or myrran
feature 016 - appears safe, include
feature 018 - hard to test, but include
feature 019 - safe, include (but suggest 20-30 random instead of a massive 40)
feature 020 - safe but optional (could unbalance the game with that 160% bonus). Suggest instead increasing the 'random' to 40-50
feature 021 - safe, tested, include
feature 022 - i already implemented this on my mod and works. Safe and include
feature 025 - safe, include
feature 026 - safe but seems like a player preference. I set mine to 10 towns (agree that 15 is excessive)

Reply

Updated the download, now contains files I think are complete already between W033 and W122. I skipped files that I believe will have more code added to them from later parts of wizards.exe.
Should contain most if not all diplomatic updates, I strongly recommend using them all together when playing an real game to test how they work. Quite a few of these work together to enable and make safe incomplete or buggy original content.

Done processing the file up to 81xxx so about 50% done with wizards.exe I believe now.
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