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Master of Magic News

Stormbinders Showcase Event: Join us on April 10th

It’s official! You can now explore the key features of Stormbinders on our store page, complete with new GIFs and updated details as the game continues to develop.

But that’s not all: mark your calendar for April 10th at 5:00 PM CEST, when we’ll unveil an exclusive deep dive into gameplay during our showcase event on Twitch.
Don’t miss it!

[previewyoutube][/previewyoutube]

Join our Discord server: https://discord.gg/FzwedWg3Vv


Wishlist Stormbinders
https://store.steampowered.com/app/2134720/Stormbinders/

Master of Magic: Important communication

Greetings wizards,

Since the enchanting unveiling of Master of Magic in December 2022, our journey has been nothing short of mystical. Together, we have delved deep into the arcane depths of the game, unearthing treasures, engaging in battles with formidable sorcerers, and conjuring spells of unparalleled potency.

Currently, we have no plans for additional DLC or extra content. Nonetheless, we remain devoted to cultivating and enriching this cherished universe.

MuHa Games, an independent studio, is now exploring new horizons with their own projects. We are truly grateful for their work in bringing a fresh perspective to this remake of a classic from the 90s. We are curious to know what they have in store and wish them all the best.

Master of Magic will continue to thrive, thanks to your passion for the game and the vibrant community you have created and shared during this journey.

We look forward to unveiling exciting developments in the future and continuing to shape the destiny of this enchanting realm.

Master of Magic: Hotfix Version 1.09.17 is out now

Greetings, wizards,

a small hot fix has been released:

  • FIX Crash resulting from units stacked one on top of the other during a battle, which in turn was a result of battle map data cached by request from invisible unit before walls were setup (it allowed units to plan a path through walls, but stopping before entering them, in some cases one on top of one another)
  • FIX Crash when targeting enchantments of other wizards in case that wizard was not encountered yet (ie to dispel world enchantment of an unknown wizard)


Thank you

PATCH notes version 1.09.14

Greetings, wizards!


Please see the patch notes below for the details:

Legend:
FIX - Fixed an issue. MOD - Modified

MOD Tweak to some roaming armies allowing them to join endangered towns in some cases
MOD Improvements to AI behaviour forbidding it to send armies to POIs (points of interest that are not war related) without considering current danger to the town that army is to be taken from (These should address the AI ‘runaway issue’ reported by players)

FIX Lag resulting from screen refresh calls linked to Build Queue (Town screen and/or Build Queue Popup)
FIX Lag resulting from screen refresh calls on Spell Casting screen
FIX Negative Gold rewards when taking/razing cities
FIX Issue with generic event references not being cleared between runs (i.e. new game/load game) resulting in them being reevaluated possibly multiple times at the end of the turn for no reason and/or incompatibility issues if some runs used DLC while others did not.
FIX Rare crash resulting from adventures unable to handle "No Lairs" setting
FIX Festivities event corrected
FIX Meteor Storm spell error corrected

Thank you

February Update Notes

Greetings, wizards!

We are pleased to announce a new update. Please see the patch notes below for the details:

  • Diplomacy/AI - improvements to both diplomacy and general AI behaviours
  • Visual improvements to water combat - rafts for units without swim
  • Breakdown of a town's production incomes
  • Ability to queue items that require prerequisites (in construction manager)
  • UI button to show resource icons on map

The AI Improvements include:

- Changes to AI ability to traverse water including fixes to transport settlers targeting oversea locations
- Treaty evaluation improved and relying on relationship as gain from the treaty is beneficial regardless of the situation
- Visual Feedback within treaty requests helping the player decide when they are ready to ask for the Treaty
- Visual Feedback within conversation after diplomatic actions resulted in relationship change.
- Visual Feedback within diplomatic trade to the relationship as a result of a trade and changes to the trade evaluation. Including Fear and Relationship influencing trade acceptance, and potential of an acceptance of a tribute or unfavourable trade.
- Changes to city defences, towns should have sensible armies defence appropriate to AIs current production ability.
- Fixed AI danger rank estimation for towns which used incorrect scale and was either in peace mode or panic mode without ability to manage intermediate stages
- Fixed AI relationship change on one side only, which could result on later override from the other side and loss of data (negative or positive change that was initially applied)
- Changes to an AI war trigger level opening more space for diplomatic efforts (Note, Master AI will still be extremely aggressive from the start, but you will be able to bribe them for a while).
- Changes to an AI treaty offer levels opening more space for player initiative (Ai is willing to accept treaty earlier, but have smaller chance to offer treaty on their own)
- Visual improvements to show the current status of a relationship with the AI. Those include a relationship metre in trade window and visual aids on the diplomacy screen (glowing eyes, text coloured to match the eyes)
- Making the Spell of Mastery more attractive for the AI to cast and research
- Improved AI city defences
- Improved AI’s ability to manage their units

General fixes and improvements:
FIX Defeated wizards no longer own nodes they melded (nodes turn neutral)
FIX Black Channelling cannot be cast on Chaos Channelled units
FIX Difficulty settings not being correctly loaded between games (this should also fix the problem with town distance being 4 even if the player changed it to 5 in a new game)
FIX Wasteful frame end call from doomstack which fails to happen in some cases (minimal performance tweak in late games)
FIX Ruins spawned after cities destroyed by neutral groups showed a location marker but shouldn't
FIX Trait enchantments on captured towns, after taking town enchantments from seamaster or power for people is delated.
FIX AI trying to dispel worthless targets - AI do not try to dispel non battle enchantments any more
FIX Tweak battle HUD death animation
FIX Death units in battle won't update MPs anymore
FIX Death units under mind control effect won't change side anymore
FIX Miners Guild no longer mines fish and the such...
FIX Landing armies unable to do that directly on target
FIX A crash when switching pages on race selection screen, if there was more than 1 page of races present
FIX Sorting units to be build in cities using their estimated power instead of the cost (ie to avoid building armies of settlers or engineers which happened in some cases)
FIX Road path building to avoid water bodies
FIX Crash when AI was trying to estimate the best craftable defender but the city had no defenders available to build

MOD AI characters more in line with their database definitions (less randomization)

Thank you