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CoM 6.07 Bugs, Suggestions, Thanks!

I've been playing Master of Magic since it first came out. Favorite game of all time. Thank you so much for enhancing this gaming experience. I was skeptical about Caster of Magic for a long time and never tried it. Now that I have, I'm addicted all over again. You have improved nearly everything I could have dreamed of. THANK YOU!

Here are some things that seem to be bugs I've found.
- AI can target nodes with corruption but I can't.
- AI has impossible vision. As soon as I see them, they instantly can cast on my cities and area, without any scouting, and not nature wizard (earth lore). If this is intentional, I would ask to reconsider. The same logic behind removing "Awareness" spell should apply here - scouting necessary!
- Land linking +2 only added +1 to Torin (didn't check other stats than melee)
- Holy armor adds nothing to some units(?). I had a bunch of nightmares with iron skin, elemental armor and other spells. Adding holy armor showed spell listed but did nothing at all, even after waiting a turn.
- When mystic surge adds focusmagic to a melee unit, it doesn't grant magic attack
- Mystic surge gives sanctified (and possibly other spells which do nothing in combat)
- AI has chosen to corrupt swamps rather than available hills, forest on the same city
- There is no message on warped node dispel (success or not)
- AI warped a node then melded it. It remained warped. Not sure if this illegally boosts their power from node. Even if not, possibly it should auto-dispel(?)
- Create artifact often the last spell on spell charges is "none" or simply "m"
- AI casts entangle when no ground units
- AI casts call lightning when all units are natively magic immune (in my case it was sky drakes)
- AI casts earth to mud on the same place 4 times in one battle (magicians casting)
- Buildings are destroyed during battle even when only melee attacking and never enter flying fortress (and no ranged). Probably this doesn't make much sense.
- Sky drake leaves protection of walls when only magic ranged attackers (should probably just ignore them if there are only magic immune units defending)

- Drain power doesn't seem to actually add the mana to my pool.
- AI doesn't seem to dispel my warp node. Pestilence is dispelled in just a turn or two, while my several warp nodes have remained for dozens of turns so far.
- There are several typos in descriptions. If you care let me know and I will keep track of them.

Here are some suggestions/thoughts.
- Counter magic/node blocked spell message reduce time. The little pop up telling you a spell was blocked in combat is a little bit too long, in my opinion.
- Hero probably shouldn't cast bless when against no death/chaos monsters and not against a wizard (or a wizard which doesn't have death/chaos). Currently they will bless against basically anything.
- Would be awesome to have some kind of color indicator for the wizard talking to you. Especially when they are asking to end a war and you can't remember if it's green or purple that you want to end the war with.
- Endurance possibly should only grant +1 defense. Holy armor adds 0, 1 or 2 armor. Meanwhile endurance increases movement and automatic 2 armor. Seems too powerful compared to the actual armor spell.
- I find the Myrror change (difficulties above normal, all but 1 wizard joins myrror) to be really against the random feeling I enjoyed about the game. One of the reasons I never play above normal is this fact. It's quite annoying to never have any breathing room, even if you choose to spend points on getting Myrran.
- With all the enhancements to AI, I find the difficulty is way too hard. I'm about as experienced a player as there ever has been, and I find the "fair" difficulty to be extremely, extremely difficult. I don't find almost any way to win, as the map (including my area) becomes totally covered with other wizard's units, to the point I can't even produce units anymore if I am not at war, and if I am at war I am trampled immediately. Last time I played "fair" I had 4 cities and 3 of them were taken in a single turn, my home city taken 2 turns later. It's just way too difficult to actually enjoy, honestly.
- Death still sucks. This is still the worst realm, and the problem in my opinion comes down to this - death is currently made to harm mostly a single opponent. Unfortunately, that makes it instantly inferior to for example life. Boosting one of my cities' growth rate with one spell is much more valuable than reducing it in one of my enemies' cities. I think this is the essence of what is missing from death. Changes I would submit for consideration are things more similar to the warp node concept. For example, a spell which removes the power effects of religious buildings from an enemy city and channels them to you. Same thing with growth - removes x% of growth rate from enemy city, boosts your own. This kind of thing. Going full death is a handicap at this point in the balance, in my opinion.
- Sagemaster is still useless, in my opinion. I appreciate the slight boost to this choice but honestly there is still no point in choosing it. I think this one should just be abandoned and replaced with something new and cool.
- Flame strike seems a tiny too weak. I have cast it 4 times without killing even pretty basic units. Probably can use a little boost.
- I'ts difficult to know when a year has changed, which is sometimes needed, for example spell binding. Currently I just keep trying to cast it each few turns until it says it's ready.
- One of the most annoying parts of this game is the way wizard pacts work. Currently wizards ask for pact repeatedly until I finally accept. Then they complain again and again that I have a unit on a node, or tower or simply wandering anywhere near their cities. Then they get mad and cancel it. Then they want it again, over and over. Meanwhile even with wizard pact they invade my area endlessly. This is extremely tedious and annoying.
- Some kind of visual representation on overland map of how many units are in your city would be awesome if possible. It's often difficult to figure out which cities are not well-protected, resulting in too much time in the city screens.
- It would be wonderful to have some way to know which units in the overland unit list popup already have the spell you're going to cast. Currently have to try counting, and it gets confusing when some spells are dispelled in combat.
- Likewise it would be wonderful to have some way to know which cities already have a city enhancement on them during the casting on overland. It's a similar issue, hard to track which cities have which spells.
- Maybe there should be a chance to make the new mineral with volcano or some other realm's spell. It's quite rare but not actually much more useful than adamantium. I like the gem, just wish there was more of it, and/or a way to make it.
- As above, I suggest Wizard pact should ignore units patrolling on nodes, towers, magic spirits, guardian spirits, engineers. Possibly even it should ignore single units altogether. It's just really an annoying mechanic that results in message after message.
- Aether binding seems a bit too powerful. Maybe it can be moved to higher rarity, or upkeep increased or something.
- I didn't like the way AI moves its ranged units back at first. But now actually I have adjusted. However when I click "auto" my units don't do this, which is kind of strange. I suggest make auto in battle act like AI does (backing up). That way I don't feel like I always have to manually do it even when I just want to auto.
- "Final wave" description - "enemy units" destroyed. "Enemy" is other wizards or wizards at war with? It's not clear to me.

- Even late game I get offers to buy 3 spearmen mercenaries, for example. Would be cool to have some kind of "progressively better" mechanism as the years goes on.
- "Flee" logic seems a bit too strict now.
- Would be cool if the overland unit spell cast animation could be disabled or sped up somehow. I spend a lot of time staring at the same little animation again and again.
- Since summoning circle spell is free now, can probably just show the animation instead of popping up with "your summoning circle is already in this city" message if casting in same spot.

That's all for now. Thanks so much for this wonderful enhancement of the MoM game. You rock!
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Thank you for playing!

Quote:- AI has impossible vision. As soon as I see them, they instantly can cast on my cities and area, without any scouting, and not nature wizard (earth lore). If this is intentional, I would ask to reconsider. The same logic behind removing "Awareness" spell should apply here - scouting necessary!

Not so much intentional more like an AI scouting system was never part of the game and I don't think I can design one that doesn't make the AI much worse and easy to abuse. It would also be extremely difficult to implement, in general AIs of this kind can't function with incomplete information.

Quote:- Holy armor adds nothing to some units(?). I had a bunch of nightmares with iron skin, elemental armor and other spells. Adding holy armor showed spell listed but did nothing at all, even after waiting a turn.
It should be adding +1 To Defend, that stat displayed in the upper right corner below + To Hit. If it did not, that might be a bug.

Unfortunately, MoM/CoM has no source code and it's extremely difficult to fix even minor problems, so these are likely only going to be fixed in the windows remake. In general, I'm prioritizing spending time on that right now because it'll be much superior to the current DOS based Caster of Magic.

Building destruction in combat has a base rate, and turns spent on city tiles is added to that base rate. This is a mechanic necessary for game balance. Basically your soldiers will rampage and loot the city like they always do in any war, even after, more like, especially after the enemy has been removed. This is the middle ages, the term "War Crime" doesn't exist yet.

Drain Power adds SP, not MP. Basically it increases your casting skill.

AI has a targeting order for Disenchant Area. Pestilence is rated higher so they won't dispel Warp Node until they already dispelled all Pestilences. They also have a personality based amount of curses they are willing to tolerate before they start dispelling them.

Color indicator for diplomacy is a good idea. I'll keep that in mind.

The current year is visible on the Historian screen, although it's not very convenient but there is no room for that in the main UI.

On the cities screen, if you mouse over a city, it shows the units in garrison as a new feature, in the lower part of the screen.

The windows remake will have the feature to show which units have the spell you are casting by changing the targeting cursor to an X if the unit already has the spell.

Wizard's Pact is annoying but that's the price of it because it's otherwise a one-sided benefit to the player. The AI gains nothing by agreeing not to attack you, and you can attack them whenever you want even if you have the pact. The windows version will have a few improvements in the details, like cities newly built will not activate it for a turn, but single units will always trigger it. Also, Engineers and Settlers don't trigger it, the manual should contain that information I think.

Final Wave kills all units that are not yours. The text should be updated if it says "enemy" because it also works on allies, unless I remember that wrong.

I'm sure there is an option to disable spell animations. Not sure if it extends to your own unit spells though, I don't normally use it.
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Thanks; I did see your demo video about the windows version. If it is coded in python I offer to help. Since that's unlikely, if you need a rigorous tester that notices 100% of everything that isn't perfect, let me know. I realize you're not at that point but PM if/when you need it. Thanks again for all your hard work!
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(February 15th, 2021, 04:37)NathanMoM Wrote: Now that I have, I'm addicted all over again.

Well, at least that explains why you never came back for this. :P
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(February 15th, 2021, 06:38)NathanMoM Wrote: Thanks; I did see your demo video about the windows version. If it is coded in python I offer to help. Since that's unlikely, if you need a rigorous tester that notices 100% of everything that isn't perfect, let me know. I realize you're not at that point but PM if/when you need it. Thanks again for all your hard work!

Actually, we are pretty close to that. Alpha testing was already done and Slitherine is currently setting up the official beta test, but I have no idea how long that will take. Maybe a few more days, maybe weeks, I hope it's not months...
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