Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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Game mechanics

This is a list of changes to the game mechanics. Any mechanic not mentioned, is unchanged.

Ranged attacks :
Penalty is -1 to hit for each 4 squares of distance, not 3.
Large Shield adds +3 defense against ranged attacks.
Magical ranged attacks do not use MP, instead they use ammo even on units that do have MP.

Diplomacy
See : http://masterofmagic.wikia.com/wiki/Diplomacy
CoM's diplomacy system is identical to 1.50's, except for
-When the players casts Spell Blast, Disenchant, or Spell Binding against an AI wizard, it causes a Negative Diplomatic Reaction, with a power equal to the cost of the spell/10+3.

AI Aggression :
Earliest turn for Declaring War on the human player : 40 (starting from 2.0)
Earliest turn for Hostility : 37 (starting from 2.0)

Fleeing
If unit speed < Fastest Enemy speed -1 : Unit has a 100% chance to die.
If unit speed = Fastest Enemy speed -1 : Unit has a 50% chance to die.
If unit speed = Fastest Enemy speed : Unit has a 50% chance to die.
If unit speed > Fastest Enemy speed : Unit has a 1/(2+X) chance to die where X is the difference between the speed values.

Maximum number of combat turns : 25

Terrain :
-Mountains give +10% production.
-Arcanus nodes have 4-14 tiles
-Myrran nodes have 7-20 tiles

Ore Bonus :
Silver : +4 gold
Gold : +8 gold
Gems : +12 gold
Quork : +5 power
Crysx : +10 power
Iron : 10% cheaper units
Coal : 20% cheaper units.

Range penalties for casting :
Fortress – 1x
1-8 distance : 1x
9-13 distance : 1.2x
14-18 distance : 1.5x
19-24 distance : 2x
25+ distance or other plane : 3x

Removed Random Events :
-Mana Short
-Disjunction

Added Random Events :
AEther Flux : All spells cost 50% less to cast.
Stroke of Genius : The current spell being researched is done the next turn for everyone. If Spell of Mastery is being researched, instead it progresses by 10000 RP.

Modified Random Events :
Depletion, New Minerals : Fixed to now appear
Nature Conjunction : Fantastic units gain +2 DEF and RES.
Chaos Conjunction : Direct damage spells do 33% more damage.
Sorcery Conjunction : Casting Skill increases 4 times as fast from mana spent on it (not including spell effects)
Bad Moon : All units lose 2 resistance in combat.
Good Moon : Unit enchantments are 50% cheaper.
All of these are in addition to the original effect.

Treasure : see the patch files in 1.5 in the "M" category

Spellbooks
Maximum amount per realm : 10

Each book contains/allows :
C/U/R/VR , C Starting/ U Guaranteed/ U Guaranteed turn 1 research/ R Guaranteed, other effects
Book 01 : 3/1/0/0, 0/0/0/0, Find/Trade common
Book 02 : 3/2/1/0, 1/0/0/0, Find/Trade Uncommon
Book 03 : 4/3/2/1, 2/0/0/0, Find/Trade Rare
Book 04 : 5/4/3/3, 3/0/0/0, Find/Trade Very Rare
Book 05 : 6/5/4/4, 4/1/0/0,
Book 06 : 7/6/5/5, 5/1/0/1,
Book 07 : 10/7/6/6, 5/2/0/1,
Book 08 : 10/10/7/6, 5/0/2/1,
Book 09 : 10/10/10/7, 5/0/2/0, +8% research, -5% casting cost
Book 10 : 10/10/10/10, 5/0/2/0, +16% research, -10% casting cost

Books found in treasure contain the same type and amount of spells as if you picked the book at the beginning (not true for original game!)
Life and Death allowed together.

Fortress
The fortress produces 1.5 power for each book owned.
The fortress casts a lightning bolt on the enemy army every turn. The lightning bolt strength is 10+(Casting Skill)/8, but no more than 32.
Heroes in the fortress only contribute 1/6 of their casting skill instead of 1/2.

Military
-Each unit consumes 0.5 food instead of 1. However, if units would starve, only 1 unit is disbanded for each missing unit of food per turn.
-Ships have no gold and food upkeep. Catapults have no food upkeep.
-All units (including heroes and fantastic) reduce unrest by 1 per 2 units.
-Death units can heal naturally except raised undead, zombies and skeletons.
-Armorer's Guild and Fantastic Stables is available starting from 1406.

Economy
-Excess food now converts into gold at 1 for 1.
-New tax tables : Maximal tax is now 2.5 gold per turn for an unrest of 55%, minimal tax is 1 gold for 1% unrest.
-Buying costs 2x the required production.
-Excess production carries over to next project and also if you change the build order.

Combat
-Building destruction chance after combat is capped at 60%. Base chance is 20% on a successful attack regardless of the owner being neutral or not.
-Gold transferred after combat is total gold production of the city*2.
-Banishing a wizard no longer gives you half of their mana reserves.
-You can gain new units (zombies, undead, prisoners) after combat even if that would exceed 9 units. Excess units are going to be pushed to the nearest adjacent square (or desert if none are available).

Levels

For normal units :
Regular : + 1 melee, +1 ranged, +1 resist total.
Veteran : + 2 melee, +2 ranged, +1 defense, +1 resist total.
Elite : + 2 melee, +2 ranged, +2 defense, +2 resist, +1 health total.
U. Elite : + 3 melee, +3 ranged, +3 defense, +2 resist, +1 health total.
Champion : + 3 melee, +3 ranged, +3 defense, +2 resist, +2 health, +1 hit total.

For heroes :
+1 melee for each level.
+1 health for each level.
+1 resistance for each 2 levels.
+1 defense at level 4 and 8.
+1 to hit at level 5 and 9.

Exp tables :
Level 1 : 30
Level 2 : 80
Level 3 : 180
Level 4 : 300
Level 5 : 550
Level 6 : 900
Level 7 : 1400
Level 8 : 2500

Exp gained in combat : 1+floor(cost/32) for each dead enemy unit that stays dead. +7 for each unit raised as undead or zombie.

Razing : There is no fame loss, and the amount of gold gained is 33% of total buildings, not 10%.

Abilities :
Weapon Immunity now adds +8 DEF instead of raising to 10.
New ability : Quick Casting (only the Illusionist hero has this)
New hero abilities : see hero topic.
Immunites raise defense to 100 instead of 50.
Scouting : Displayed level now matches description meaning I gives +1 radius, raising it to 2. (Original game showed II for this effect)

Range Penalty
Fortress – 1x
1-8 distance : 1x
9-13 distance : 1.2x
14-18 distance : 1.5x
19-24 distance : 2x
25+ distance or other plane : 3x

Node dispelling power : 60 (uses a new formula, see Counter Magic in Sorcery)

Grand Vizier :
Can only build buildings.
Will not change orders if you are producing units.
Will use the priorities of a pragmatist AI wizard.

Picks, Retorts
You start the game with 12 picks. Default wizards use 12 picks.
AI wizards have 12 picks on Easy, Normal, Advanced, Expert, 13 for Master and 14 on Lunatic.
For retort changes, read the ingame help.

Scoring
Each defeated wizard : +100
Each wizard in the game : +40
Time : +800 if winning in 1420 or earlier. 0 if winning in 1440 or later, score decreases linearly between these two. Now rewarded if losing.
Combat Rating : +16 for each % of percentage.
Difficulty multiplier : 0.5* for Easy, 1 for Normal, 1.5* for Hard, 2 for Extreme and 2.5* for Impossible. Not used if losing.

Combat rating is a weighted average of the units lost relative to the enemy for each combat. At least twice as much enemy losses as own is worth 100%, losing units when the enemy has no losses is 0%, value increases linearly between these two.

Bugs fixed : over 200 of them, some influencing game mechanics significantly. I'm not going to list these, there are too many.

AI advantage multipliers (subject to change) :
(Easy/Normal/Hard/Extreme/Impossible)
removed outdated information...
Overland casting cost (new) : 100%/80%/66%/50%/40%
Maintenance : 100%/65%/40%/30%/20%
Outpost growth : hardcoded, 0/25%/50%/75%/100% chance to get an extra 1-3 houses at random per turn.

Roads : now cost 1 to move on them, 0.5 if enchanted.
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Outpost Growth

Base
Growth per turn = ((Max Pop+10)*2*(100+RaceModifier)/100) + Other Modifiers ---  Simplified: (20 + 2*Max Pop) * (1 + RaceModifier%) + Modifiers
Chance to shrink = (12-Max Pop) %
Amount of shrinking each time : -240.
Starting size : 300
Completed size : 1000

Racial modifiers
Barbarians : +30
Beastmen : -5
Dark Elf : +20
Draconian : -10
Dwarf : 0
Gnoll : 0
Halflings : +40
High Elf : +20
High Men : +10
Klackon : +20
Lizardmen : +30
Nomad : 0
Orc : -10
Troll : -20

Other Modifiers
Stream of Life : double the growth rate
Gaia's Blessing : +40
Iron, Coal : +12
Gems, Gold, Silver, Mithril, Admantium, Crysx, Quork : +5
Chaos Rift : Chance to shrink +12%
Evil Presence : Chance to shrink +7%
Famine : Chance to shrink +15%
Pestilence : Chance to shrink +25%

Growth examples (with no racial modifier)
Size 3: 160 turns
Size 4: 80 turns
Size 5: 54 turns
Size 6: 40 turns
Size 7: 32 turns
Size 8: 27 turns
Size 9: 23 turns
Size 10: 20 turns
Size 11: 18 turns
Size 12-13: 16 turns
Size 14: 15 turns
Size 15-16: 14 turns
Size 17-19: 13 turns
Size 20-21: 12 turns
Size 22-24: 11 turns
Size 25-29: 10 turns
Size 30-33: 9 turns
Size 34-39: 8 turns
Size 40-48: 7 turns
Size 49-59: 6 turns
Size 60-77: 5 turns
Size 78-106: 4 turns
Size 107-164: 3 turns
Size 165-340: 2 turns
Size 341+: 1 turn!

In the table above I count Iron/Coal as 6 max pop, other minerals as 3.5 max pop and Gaia's Blessing counts as 20 max pop.
So in theory you could have a size 15 site with Gold + Mithril + Coal + 2x Iron + Gaia's Blessing = 60 max pop.
That site would mature in 5 turns.

I added extreme city sizes for fun, the game does count sizes above 25 so you can get up to a theoretical 240 with 25 river/coal tiles + Gaia's Blessing.
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What if 'first strike' activates during attacks as well as counterattacks?
**It makes it fair for the AI that doesn't know how to use 'first strike' but not as much of a boost in the hands of a smart player who hits and runs
**It opens new tactical possibilities such as surrounding a high melee unit around weaker enemy units
**It makes 'negate first strike' either useful or scary, depending on which side has first strike
**Of course, units with first strike would need a cost increase and/or weaker stats

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Good to know! It would be nice for a article "Caster_of_Magic" on masterofmagic.wiki.com wink What do you think?
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(March 25th, 2016, 06:18)vicwaberub Wrote: Good to know! It would be nice for a article "Caster_of_Magic" on masterofmagic.wiki.com wink What do you think?

Maybe later after everything is perfect and I can stop updating the mod. (Although changes to game mechnaics are rare at this point or close to nonexistent, I still think playing the mod and finding problems is more important than documenting it. I first need to update the doc file that comes with the mod anyway, it's getting severely outdated aside from the changelog. )

I prefer not to change first strike because that takes a tactical element out of the game (the need to attack first) and it would also make strong first strike units (almost) unbeatable, they are at least vulnerable when defending in this system.
Also, the AI would still be a disadvantage because the human player would stop attacking into first strike units and would use spells to kill them when that is an option. The AI would not and this is even more of a disadvantage because the AI is at least attacking aggressively in some of the battles (always when not being the defender in a city with walls unless flying and outnumbered).
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First post updated.
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(March 25th, 2016, 18:26)Seravy Wrote: I prefer not to change first strike because that takes a tactical element out of the game (the need to attack first) and it would also make strong first strike units (almost) unbeatable, they are at least vulnerable when defending in this system.
Could change 'negate first strike' to 'first counterstrike' or something. That might make pikemen ridiculous, though.
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I transmuted gold into adamantium ore, but instead of just getting adamantium in that city I also get it in my capital city.
In a war I lost the city that actually was near the adamantium but now my capital still produces units with the upgrade. Is this a feature or a bug? Is there any other possible source of capital adamantium production?

EDIT: oh also I'm not sure what
"
1 Book allows : Trading for and finding commons, researching commons and 1 uncommon.
2 Book allows : Trading for and finding uncommons, researching uncommons and 1 rare.
3 Book allows : Trading for and finding rares, researching rares and 1 very rare.
4 Book allows : Trading for and finding very rares, researching very rares.
"
means at all because the spells available for me to research in my game using the caster mod followed instead this chart:

http://masterofmagic.wikia.com/wiki/Spellbook

as in what spells were available to research appeared to exactly match vanilla MoM, is that the way caster magic is supposed to go? or is my installation borked? all the buildings and units are correctly functioning as described in the mod.
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(June 9th, 2016, 04:48)namad Wrote: I transmuted gold into adamantium ore, but instead of just getting adamantium in that city I also get it in my capital city.
In a war I lost the city that actually was near the adamantium but now my capital still produces units with the upgrade. Is this a feature or a bug? Is there any other possible source of capital adamantium production?
There isn't. Either your capital is close enough to the tile of adamantium or this is a bug. Are you sure there isn't a tile of adamantium directly under the city? If you have the save file I can check.
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(June 9th, 2016, 04:59)Seravy Wrote:
(June 9th, 2016, 04:48)namad Wrote: I transmuted gold into adamantium ore, but instead of just getting adamantium in that city I also get it in my capital city.
In a war I lost the city that actually was near the adamantium but now my capital still produces units with the upgrade. Is this a feature or a bug? Is there any other possible source of capital adamantium production?
There isn't. Either your capital is close enough to the tile of adamantium or this is a bug. Are you sure there isn't a tile of adamantium directly under the city? If you have the save file I can check.

I'm fairly sure there wasn't an adamantium under my capital, but one may have appeared somehow without me noticing? I'm not actually sure how to check for ores under cities, I had actually thought until now cities destroyed them.

Check my save file if you can get it to work though. Given that my capital is not on myyror I highly doubt it is anywhere near any adamantium, I had to use transmute to turn gold into adamantium in another city that's like 5 tiles away.


Attached Files
.gam   SAVE9.GAM (Size: 151.94 KB / Downloads: 3)
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