9/03/2015
Latest stable version 1.4n here:
insecticide140n.zip (Size: 783.61 KB / Downloads: 352)
DOWNLOAD v1.4n Insecticide patch
Version 1.4o patch is unstable, for testing only.
What the Insecticide patch is all about?
---------------------------
to make the MoM game as bug-free and as AI-challenging and as user-friendly as possible
without modifying the content. The patch now features more than 200 bug-fixes, AI improvements and interface changes. Enjoy!
1) Unzip into your MoM folder, overwrite existing files.
2) Before playing game, check Game/Settings screen, if the settings are correct!
Release notes:
Version 1.40o - ALPHA (small problems and display bugs)
------------------------
- [interface] cities now have a QUEUE with 2 extra objects. Use Q button or left-click on "Producing" area. Downside: you cannot put in the queue a building for which you haven't build prerequisite yet.
- [setup] a new landmass in between (previous) medium and large landmass is selectable. The landmasses are called "Tiny-Small-Medium*-Large-Huge", where medium is the new one.
- [AI] AI now tries to shoot arrows only when closer to the target.
Version 1.40n (latest)
------------------------
- [bug] Lucky and Prayer bonus was incorrectly making all incoming attacks less efficient (-1 to hit), on top of its correct effect
- [bug] arcane spells clutter the research options for player and AIs, due to incorrect choice mechanics.
- [bug] Runemaster 200% to_dispel bonus now works / does not work, only whent it should / should not work .
- [bug] instable data preventing early mercenary offers to the human player
- [bug] Myrror cities had normal roads passing through them
- [insecticide bug] "Revolting raiders" option is now connected with the right button on the Setting screen
- [insecticide bug] serious data instability issue on Cities screen
- [interface] you may cycle through all your cities with "X" key, when viewing the inner City screen
- [interface] Cities screen can be accessed with "T" key
- [interface] Cities screen can be paged through with up and down arrows
- [interface 1.31] right-clicking on cities opens the Change screen in the appropriate location, giving you an easy management tool
Version 1.40m
------------------------
- [bug] AI will now always attack aggressively
- [bug] AI units now always attack twice, if possible
- [bug] Extreme and Hard difficulties now have correct opponent's number of picks (13 for Hard, 15 for Extreme)
- AI: better summoning
- AI will not hesitate with settling nodes with Spirit
- AI heroes are preserved in AI-AI combat, and they will be resurrected
- AI creating items have been postponed to the later stages of the game
Version 1.40l
------------------------
- [bug] Armageddon does not destroy all pacifying effects, it just increases rebels by 2
- [bug] ditched all (?) the stupid dispel bugs I've put in the game (please report any further problems with dispels!)
- [bug] AI is now able to create all magical items from the whole power range
- [bug] new items, written by player with use of itemmake.exe, will now have correct book prerequisites
- [game option] new world size, "Huge", is 33% bigger than Large. It creates one big continent to fight on.
- [game option] new difficulty level "Extreme", same as Impossible, but with 25% lower AI bonuses
- [game option] new choices for magic strength, ranging from 0.5 - 2.5 x normal level. It influences the strength of lair monsters, the rewards and the mana you get from nodes
- AI now tries to protect his fortress with better defense
- AI mercenary hiring decision has notably improved
- AI will occasionally buy a magical item from the merchant
-it is now impossible to get better hero by reloading before a summon
-it is now impossible to get better reward from lair by reloading before the battle
- [interface] all hidden To hit and To defend bonuses are now displayed in the detailed unit infobox
Version 1.40k
------------------------
- combat dispel now should not make a spell permanent outside of combat [major Insecticide bug corrected]
- looping music fix reversed since the problem lies elsewhere (music for buildings is back)
- option "Strategic combat" was renamed to "Automatic combat"
- new game options should be by default off, after a fresh install [credit to Ickus]
Version 1.40j
------------------------
- major instability issue in combat corrected
- RNG is stable for overland (reloading should give you the same overland events) - a reverse of an old change
Version 1.40i
-----------------------
reversed ship speeds to the original
(Bugs in general)
Animate dead should now work (but casting when > 6 units are dead still crashes the game!)
monsters extra difficulty option - significantly harder
raiders extra difficulty option - easier
the human player cannot run into an enemy unit when using enchanted roads pathfinding
AI is not trying to dispel Haste from a hero with an item
AI stacks, after an attack, can move in the next turn (bug fixed)
Great wasting does not destroy any pacifying effects from city buildings anymore
AI priests are now capable to cast healing in the battle
the "250 production" bug allowing you to miraculously complete any production, gone
Conjurer trait now rounds 25% mana bonus on monster maintenance up (2 maintenance -> 1 saved, 5 -> 1 saved, 6 -> 2 saved)
Invulnerability and Possession on a unit now can be dispelled in the combat
Combat Dispel from all pre-combat spells now actually works!
Dispel evil is impossible against non-dead, non-chaos units
a hero will not disenchant the positive spells from his own peers (second attempt)
removed text "Endurance, as swiftness spell"
looping music for 'Building was completed' was removed from the game to avoid CPU consummation
you will see Demons and Werewolves in lairs, also Air elemental and Phantom Beasts had their values switched (corrected)
(World creation)
the fortress placement has been optimized and runs without any delays, in the same quality
all races now can be AI wizard's starting races on impossible
SOM research now costs 60% (36.000 RP, was only 3.000 RP, a bug) of its value for wizards with 11 books
Torin and Alorra won't have arcane power, useless to them
the small lairs monster cash has had its maximum increased; the big lairs have got bigger minimum to avoid becoming often small
fixed a bug where the game would sometime fail to give a lesser companion in the lair
(AI)
AI ships - earlier expansion based on world_size
AI pathfinding is not updated (unit blindly bumps into your army) - should be fixed
AI should care more about the closer units in combat (reversed)
AI mana leak dispelling obsession
AI aggressive mvt in cmbt (temporally reversed, before better solution can be found)
AI contra immunity factor is less important in combat casting
AI is not getting scared by Immolation
Version 1.40h
Older changes
Game start fixes
Combat bug fixes
Overland bug fixes
AI combat fixes
AI Overland fixes
Interface fixes
:cake: Special thanks to
IDA, Asfex, b0rsuk, Catwalk, Flash, Ickus, I like Serena, Jtm, LordLydon, momfan, Psyringe, robinh3123, SDragon, sargon0, Whitemage et multi alii.
Without direct help or feedback from these entities, the patch would never see the light of our monitors.
.
Latest stable version 1.4n here:

DOWNLOAD v1.4n Insecticide patch
Version 1.4o patch is unstable, for testing only.
What the Insecticide patch is all about?
---------------------------
to make the MoM game as bug-free and as AI-challenging and as user-friendly as possible
without modifying the content. The patch now features more than 200 bug-fixes, AI improvements and interface changes. Enjoy!
1) Unzip into your MoM folder, overwrite existing files.
2) Before playing game, check Game/Settings screen, if the settings are correct!
Release notes:
Version 1.40o - ALPHA (small problems and display bugs)
------------------------
- [interface] cities now have a QUEUE with 2 extra objects. Use Q button or left-click on "Producing" area. Downside: you cannot put in the queue a building for which you haven't build prerequisite yet.
- [setup] a new landmass in between (previous) medium and large landmass is selectable. The landmasses are called "Tiny-Small-Medium*-Large-Huge", where medium is the new one.
- [AI] AI now tries to shoot arrows only when closer to the target.
Version 1.40n (latest)
------------------------
- [bug] Lucky and Prayer bonus was incorrectly making all incoming attacks less efficient (-1 to hit), on top of its correct effect
- [bug] arcane spells clutter the research options for player and AIs, due to incorrect choice mechanics.
- [bug] Runemaster 200% to_dispel bonus now works / does not work, only whent it should / should not work .
- [bug] instable data preventing early mercenary offers to the human player
- [bug] Myrror cities had normal roads passing through them
- [insecticide bug] "Revolting raiders" option is now connected with the right button on the Setting screen
- [insecticide bug] serious data instability issue on Cities screen
- [interface] you may cycle through all your cities with "X" key, when viewing the inner City screen
- [interface] Cities screen can be accessed with "T" key
- [interface] Cities screen can be paged through with up and down arrows
- [interface 1.31] right-clicking on cities opens the Change screen in the appropriate location, giving you an easy management tool
Version 1.40m
------------------------
- [bug] AI will now always attack aggressively
- [bug] AI units now always attack twice, if possible
- [bug] Extreme and Hard difficulties now have correct opponent's number of picks (13 for Hard, 15 for Extreme)
- AI: better summoning
- AI will not hesitate with settling nodes with Spirit
- AI heroes are preserved in AI-AI combat, and they will be resurrected
- AI creating items have been postponed to the later stages of the game
Version 1.40l
------------------------
- [bug] Armageddon does not destroy all pacifying effects, it just increases rebels by 2
- [bug] ditched all (?) the stupid dispel bugs I've put in the game (please report any further problems with dispels!)
- [bug] AI is now able to create all magical items from the whole power range
- [bug] new items, written by player with use of itemmake.exe, will now have correct book prerequisites
- [game option] new world size, "Huge", is 33% bigger than Large. It creates one big continent to fight on.
- [game option] new difficulty level "Extreme", same as Impossible, but with 25% lower AI bonuses
- [game option] new choices for magic strength, ranging from 0.5 - 2.5 x normal level. It influences the strength of lair monsters, the rewards and the mana you get from nodes
- AI now tries to protect his fortress with better defense
- AI mercenary hiring decision has notably improved
- AI will occasionally buy a magical item from the merchant
-it is now impossible to get better hero by reloading before a summon
-it is now impossible to get better reward from lair by reloading before the battle
- [interface] all hidden To hit and To defend bonuses are now displayed in the detailed unit infobox
Version 1.40k
------------------------
- combat dispel now should not make a spell permanent outside of combat [major Insecticide bug corrected]
- looping music fix reversed since the problem lies elsewhere (music for buildings is back)
- option "Strategic combat" was renamed to "Automatic combat"
- new game options should be by default off, after a fresh install [credit to Ickus]
Version 1.40j
------------------------
- major instability issue in combat corrected
- RNG is stable for overland (reloading should give you the same overland events) - a reverse of an old change
Version 1.40i
-----------------------
reversed ship speeds to the original
(Bugs in general)
Animate dead should now work (but casting when > 6 units are dead still crashes the game!)
monsters extra difficulty option - significantly harder
raiders extra difficulty option - easier
the human player cannot run into an enemy unit when using enchanted roads pathfinding
AI is not trying to dispel Haste from a hero with an item
AI stacks, after an attack, can move in the next turn (bug fixed)
Great wasting does not destroy any pacifying effects from city buildings anymore
AI priests are now capable to cast healing in the battle
the "250 production" bug allowing you to miraculously complete any production, gone
Conjurer trait now rounds 25% mana bonus on monster maintenance up (2 maintenance -> 1 saved, 5 -> 1 saved, 6 -> 2 saved)
Invulnerability and Possession on a unit now can be dispelled in the combat
Combat Dispel from all pre-combat spells now actually works!
Dispel evil is impossible against non-dead, non-chaos units
a hero will not disenchant the positive spells from his own peers (second attempt)
removed text "Endurance, as swiftness spell"
looping music for 'Building was completed' was removed from the game to avoid CPU consummation
you will see Demons and Werewolves in lairs, also Air elemental and Phantom Beasts had their values switched (corrected)
(World creation)
the fortress placement has been optimized and runs without any delays, in the same quality
all races now can be AI wizard's starting races on impossible
SOM research now costs 60% (36.000 RP, was only 3.000 RP, a bug) of its value for wizards with 11 books
Torin and Alorra won't have arcane power, useless to them
the small lairs monster cash has had its maximum increased; the big lairs have got bigger minimum to avoid becoming often small
fixed a bug where the game would sometime fail to give a lesser companion in the lair
(AI)
AI ships - earlier expansion based on world_size
AI pathfinding is not updated (unit blindly bumps into your army) - should be fixed
AI should care more about the closer units in combat (reversed)
AI mana leak dispelling obsession
AI aggressive mvt in cmbt (temporally reversed, before better solution can be found)
AI contra immunity factor is less important in combat casting
AI is not getting scared by Immolation
Version 1.40h
Older changes
Game start fixes
Combat bug fixes
Overland bug fixes
AI combat fixes
AI Overland fixes
:cake: Special thanks to
IDA, Asfex, b0rsuk, Catwalk, Flash, Ickus, I like Serena, Jtm, LordLydon, momfan, Psyringe, robinh3123, SDragon, sargon0, Whitemage et multi alii.
Without direct help or feedback from these entities, the patch would never see the light of our monitors.
.