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Obsolete retorts and other beta weirdness

I'm not even sure if Whirlwind was in 1.0. Maybe I played some beta or something. Was there a 0.99? I remember casting the spell but there is no guarantee I was playing 1.0.
Wasn't that 2 wizard demo though, at least don't think so.
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Whirlwind:

Eff
ects: Unit Enchantment^TTarget: enemy unit^TCasting Cost: 18 mana^TMaintenance:
n/a^TThe target unit is surrounded by a conscious whirlwind, bent on holding the
unit in place. Each turn, the unit must resist or fail to act for that turn. Fl
ying units resist at a -3 penalty

MIND TWIST^@^@^@^@^@S^@^@E^@^@TANCE^@^@^@^@^@igure14.lbx^@^@^@^@^@^@Effects: Instan
t Combat^TTarget: Enemy Unit^TCasting Cost: 20 mana^TMaintenance: n/a^TThe targe
t unit suffers a -1 penalty to all to hit rolls and if the unit has spell castin
g ability, it will lose 10-40 points of skill for the rest of the combat


MIND FIRES^@LITY^@^@REATH^@
^@^@E^@^@^@^@SPECIAL2.LBX^@^@^B^@^@^@All creatures within the unit lose -5 to th
eir attacks, defense, and resistance rolls. Mind fires is automatic and does not
have a resistance roll. The spell does not work againt units immune to illusion

Force of nature is also mentioned, and night stalkers were once called Black stalkers. I dont think that would have went over well.

Just download the demo, theres a lot more in the lbx files.
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Huh. A combat global that neutralized flyers has some definite potential.
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Cool! I knew there was something buried in that demo file! I like whirlwind, it's better than black sleep. Mind twist is cool too.

readme.txt doesnt say anything? Like, anything? There should be a run-down in there of the changes by version. Why don't you just zip up the files and post them so we can have a look?
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https://mab.to/em5pHYgZW

Just randomly picked some free sharing site, if it works, it works, if not. oh well

Its the installer.
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Whirlwind :
Oh, so that was it. Back then ranged units attacked twice a turn so this was really powerful for a C/UC spell, no wonder I remember it was good.
CoM already has Stasis do this when cast in combat, no extra penalty for flying units but with save at -5 and there is no chance to recover without dispelling. So I guess no new idea for me here afterall.

Mind Twist : Nice to see how black used to have a -1 To Hit spell, after I made Terror do that.

Mind Fires : this is mind storm, still the same effect but different name.
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Identifies as v1.0 if you let the opening animation run. Channeler costs 1 pick. Myrran costs 2 picks. Selecting 11 books gets you 2 common "guaranteed spells". Fortress only provides 5 power. Magic spirits move 1 and can't cross water. There are options I've never seen before, "auto unit information" and "auto advise". Can't raze cities on capture. I think this is it! The elusive v1.00! Good job grazzy, this is one for the ages. Now we have the complete library of Master of Magic, every single version.

I don't see whirlwind or the others. They must have been in a beta version.

[Image: VLBgmUH.png]

[Image: PVFyOUf.png]

At one point, an animated blue shimmering effect happened next to my capital, and it was Jafar's floating island. I think it was supposed to start next to Jafar's capital. Ss'sra did the same a few turns later. Both wizards contacted me afterwards. The screen shows Jafar's red floating island, but F2 map shows a green dot for Ss'sra. I attacked with my lizards and won after Jafar cast a spell on me. The next turn Ss'sra's green floating island was in the same square.

I thought raiders don't move in v1.00 but they certainly did. Maybe only rampaging monsters don't move in this version. The raiders went off near my capital and disappeared, even though they were lizardmen and could swim. Nevermind, some rampaging monsters just found my capital. Raiders keep getting generated but run off and never attack my cities. Raiders seem stronger as well, I think the half strength for being on the home continent isn't implemented.

Lizardmen can build dragon turtles with only a stable.

It sure is nice to be able to shoot twice in combat but it exhausts your ammunition quickly.

Saw two wild game next to each other, never saw that before.

Inhabitants of ruins and nodes aren't shown with the surveyor. There are a lot more empty ruins with varied amounts of treasure in them. A nice reward for exploring.

Javelineers have Scouting II and it works! It explores two squares away instead of only one. Amazing! Evidently they screwed this up in an upgrade. Sigh.

Phantom warriors have weapon immunity. Holy moly. That's just lethal.

Giant spiders cast web twice on the same unit.

There is a neat animation effect of the tree after you enter a nature node. One reported sprites within...and did indeed have 2 sprites. And an earth elemental. scared

The game finally crashed after the earth elemental moved. I quite like this version! I was just screwing around but I want to play for real. It's different enough from the versions I'm used to to be interesting. I never got any "automatic advise" during the game, I think it wasn't implemented. Civ had the same thing, a little info box would pop up and tell you things as you discovered them during the game. Well done again to grazzy, you've uncovered a treasure.

[Image: qlO1qTo.png]
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No problem, wish I had read these forums much earlier, as its the version I have burnt, so it was always available.

Some of the other things Ive found is the spelling mistake in Alchemy (loosing?), alchemy doesnt give magic weapons, magic spirits SUCK, and in typical mom fashion, it crashes a lot. smile

The game files have text references to whirlwind, mind twist, etc, but I guess they arent just implemented.
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