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Latest patch 1.5.7 download

Received this message :
Quote:This build will have to go up on the forums as a public download, as will all future builds too. The previous builds were supposed to be final patches and i've had that reinforced to me today, and it was highlighted that it should of been the case for the last patch too (but I managed to get it through as an official patch). I know that's far from ideal, but they are the cards we're dealt atm.

Considering it's been over 2 years since release, this is more than reasonable. 1.5.2 was indeed intended to be the last patch unless significant bugs were found.
So this patch, and any further patches in case it is necessary, will be posted here.

version 1.5.3 : https://drive.google.com/file/d/1QeWiD34...drive_link
version 1.5.4 : https://drive.google.com/file/d/1r1Zdrhc...sp=sharing
version 1.5.5 : https://drive.google.com/file/d/18hFQCDi...sp=sharing
version 1.5.6 : https://drive.google.com/file/d/19hWS_Vn...drive_link
version 1.5.7 : https://drive.google.com/file/d/1w_EWtCP...sp=sharing

Many thanks to everyone for your support of the game!

Code:
1.5.3
-Fixed bug : When an AI settler was in a tower adjacent to a boat on shore, the game sometimes crashed.
-Fixed bug : When exiting to the main menu and starting a new game, sometimes the unit selection info was not cleared, leading to crashes.
-Fixed bug : Primaryrealm() script command returned wrong value, displayed Specialist realm in combat info was incorrect.
-Added Mastervarset script command to write into global variables.
-Spellability and Maxcharges/ChargesLeft fields are now accessible through SetStat/GetStat.
-Added GetDipVar and SetDipVar script functions to access diplomacy data.
-Added EnterGame Script which runs once when the game is started or loaded from a save file.
-Fixed bug : GetDamage returned damage from unit 1 instead of the specified unit.

1.5.4
-Fixed bug : Artificier and Conjurer did not stack
-Modding : Maximal unit icons limit was increased to 1500
-Fixed bug : AEther Sparks didn't remove ammo from units that were granted a magical ranged attack by a spell.
-Modding : Fixed custom spell animations causing a crash at the end of the animation.

1.5.5
-Modding : fixed EXP requirements and pandora box table not being loaded fully when max unit level was higher than max hero level.
-Fixed bug : rarely, rampaging monsters keep spawning from the last tower on the map even after it was cleared.
-Rampaging monsters now stop being generated when there are 3 or fewer sources left on the map instead of 4 or fewer at turn 120 or later only.
-Fixed bug : right clicking Cities shows help for the Info button instead.
-Fixed bug : Mercenaries didn't use the races.ini plane data when being generated.
-Fixed bug : While banished, the total turns required to return are displayed instead of the turns remaining.
-When an AI player finds a prisoner, it will now appear where it was found instead of at the AI's fortress city. This should make it consistent with how it works for the human player. This should also fix the bug where an AI being banished would cause the hero to spawn on a random other tile as no fortress city is available.
-Item Teleport for heroes who finished their turn can be enabled or disabled by difficulty level in Modding.INI
-By default, heroes can always change their items below Master difficulty, and only require to have active movement points left at Master and above difficulty.
-Updated some outdated descriptions in modding.ini
-Wraith Form now costs 11/55 MP instead of 13/65


1.5.6
-Corruption research cost reduced (320->260)
-Shatter research cost reduced (440->320)
-Removed Disrupt (it can be re-enabled through Spells.INI)
-Added new spell : Breakthrough
    Chaos Common - Combat Global Enchantment, 9 MP
    -Permanent (base type) normal units gain Wall Crusher and +1 attack
    -Non-Corporeal units gain +1 attack and defense
    -Temporary units gain +1 attack and defense
    (all units except combat summoned units are permanent units)
-Added Breakthrough spell parameters to Modding.INI
-Fixed bug : AI adjusted combat spellcasting priorities based on Entangle being in effect when Call Lightning was in effect instead
-The AI will no longer cast Construct Catapult against Terror.
-Aura of Majesty now negates any diplomatic penalty from spells that target terrain outside cities. (Corruption, Raise Volcano)
-Floating Islands now count as non-military units for Wizard's Pacts
-Modding : When a pair of realms is disabled in Modding.INI, it will now prevent finding spellbooks that would result in that pairing.
This can override allowed realms from nodes and lairs and give the player a book that is normally not available, such as a Chaos book from a Temple.
-Fixed bug : Item Editor no longer saves items after version 1.5.0 update
-Fixed bug : The AI often fails to attack empty undefended Floating Islands

1.5.7
-Fixed bug : The Druid's ranged attack had the wrong sound effect associated
-Fixed the crash bug in version 1.5.6's initial upload. (this should already be fixed in any version 1.5.6 downloaded after 2024-08-15)
-Fixed bug : Animate Ammo did not restore MP to units casting it
-Long spell names are now displayed in two lines of text during overland spell targeting
-Fixed bug : the spell targeting UI was displayed for a few moments even when an untargeted spell was being cast
-Global enchantments are now shown in their realm's color on the Wizards screen. This can be disabled and restored to the previous version's color in Modding.INI.
-When AI players decide on elimination based war declaration against each other, they'll no longer include the human player and AI players already chosen for elimination when calculating the average power of wizards for deciding who is weak enough to declare war on.
-Elimination war declaration now checks the overall historian charts instead of both the overall and military chart.
-Improved the debug logging for the elimination mechanic.
-Reduced the building destruction rate when conquering cities for most difficulty levels (see Difficulty.ODS)
-Increased the probability of hiring heroes when 2 or 3 heroes have already been hired.
-When a high rarity spell treasure is replaced due to the game state being too early for finding it, an Uncommon spell will now be added in addition to the existing replacement rewards (1 book or retort for very rare and one 1600 cost item for rare spells)
-Fixed bug : It was possible to order an Engineer to build even if it had no movement left.
-Threatening a wizard will now set Trade and Treaty interest to -130 or 100 below the current value, whichever is lower, instead of always subtracting 100.
-Fixed bug : When Final War starts, wizards already eliminated from the game also declared war
-Modding : SetStat and GetStat can now access the Wall Crusher ability

Extract and overwrite files to apply the patch.
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Thank you for posting it here and that you went such a long way!
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So what is reason why it nolonger update on steam anymore? Is it has to do with contract issue or something?
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(November 27th, 2023, 16:19)Seravy Wrote:
Quote:This build will have to go up on the forums as a public download, as will all future builds too. The previous builds were supposed to be final patches and i've had that reinforced to me today, and it was highlighted that it should of been the case for the last patch too (but I managed to get it through as an official patch). I know that's far from ideal, but they are the cards we're dealt atm.

Considering it's been over 2 years since release, this is more than reasonable. 1.5.2 was indeed intended to be the last patch unless significant bugs were found.
So this patch, and any further patches in case it is necessary, will be posted here.

version 1.5.3 : https://drive.google.com/file/d/1QeWiD34...drive_link

Many thanks to everyone for your support of the game!

Code:
1.5.3
-Fixed bug : When an AI settler was in a tower adjacent to a boat on shore, the game sometimes crashed.
-Fixed bug : When exiting to the main menu and starting a new game, sometimes the unit selection info was not cleared, leading to crashes.
-Fixed bug : Primaryrealm() script command returned wrong value, displayed Specialist realm in combat info was incorrect.
-Added Mastervarset script command to write into global variables.
-Spellability and Maxcharges/ChargesLeft fields are now accessible through SetStat/GetStat.
-Added GetDipVar and SetDipVar script functions to access diplomacy data.
-Added EnterGame Script which runs once when the game is started or loaded from a save file.
-Fixed bug : GetDamage returned damage from unit 1 instead of the specified unit.

Extract and overwrite files to apply the patch.

Thanks for the new spell tools, and getdamage fix. This opens up a huge can of worms for me. Have to go back to the drawing board and rework/redesign quite alot of stuff.

Holy Shit. GETDAMAGE works now! I can finally do a proper Ninja Shadow clone build.
https://drive.google.com/file/d/19RBdfUj...drive_link
Now it functions as I envisioned. Gain Clones at range, loses the clones when close to enemies. 

Death Grip is finally worthy of its Rare Spell Status.
https://drive.google.com/file/d/1YoDMCW4...drive_link
It can now convert enemy units permanently with huge restrictions attached.

Thanks alot! Without GETDAMAGE it was hyper convoluted to gauge proper damage taken. This also opens room for a host of %HP left/%Damage type of mechanics. The drawing board beckons.
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Why isn't this 1.5.3 version released through GOG? is 1.5.3 a beta version for testing? so from now on there will not be updates in GOG?
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Very sad to hear that official support for the game has been stopped. Hopefully you'll still find the motivation to work on it, and it'll still keep attracting players. Many thanks for all you've done.
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Sad day indeed. I'm guessing you've posted in the CoM Steam and GoG forums letting people know they'll need to come here for future updates Seravy? Don't want any of your fans missing out on future updates.
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That's wonderful that work is continuing! This is my favorite version of MoM. Will we also be getting the new quality of life features that were added to DOS MoM recently? I'm also still hoping for the ability to turn off auto-next-unit (or have the ability to return to the previous map position after an auto-next is executed. And if I'm being really hopeful for Christmas, I would love this to be touchscreen friendly too, since apart from not being able to right click easily, it works really well on touch screen already with its naturally large UI elements. It feels like a dream to play. I think it would just need map drag-to-pan, and popup to confirm movement/attack vs select/examine both in overland and combat. I'd also happily purchase more features as an expansion.
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(December 1st, 2023, 11:03)Plynx Wrote: Will we also be getting the new quality of life features that were added to DOS MoM recently?

You may want to be a little more specific about this one. They're not developed by the same author, and a 1-1 port is not really feasible, although adding select features might be.
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I've fixed the custom animation crash bug, thanks for reporting!
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