1. Master of Magic
  2. News

Master of Magic News

Master of Magic - Ask me Anything is now on Reddit

Hello, Master of Magic fans,

Do you have any questions, or curiosity about your favorite game? From now until tomorrow at 3:00 PM CET, we’re here to answer all your questions together with MuHa Games, Mila Undro.

Join in our AMA (ask me anything) session here on Reddit:

https://www.reddit.com/r/pcgaming/comments/12iiyez/official_ama_master_of_magic_ask_us_anything/

Looking forward to receiving your questions!

Introducing the new Roadmap

We are excited to share the upcoming roadmap of our game's development, which will introduce some exciting new features to enhance your gameplay experience.



Firstly, we will work on improving the game's management of memory for assets. This means that the more assets you, or the modders add to the game, the more efficient the game will become at handling them.

The Steam Workshop feature, allowing you to easily share and download mods, making it even easier to customise your game is something we also want to implement soon.

Next up, we will look at the Quick Load and Quick Save function to the game, which will greatly improve your ability to save and load your game progress quickly and efficiently.

Addressing the city spam issue that some of our community have spoken about, we hope to add a new settings configuration mode that increases the distance between cities in the game, reducing the frequency of spam in the city.

Lastly, we hope to add a new Favourites feature to the spellbook and a Repeat Spell button, allowing you to quickly and easily access your most frequently used spells.

Stay tuned!

Master of Magic - Major update out now

Greetings, Master of Magic players!

See below the latest changelog for our beloved game, which introduces a host of exciting new features and improvements to enhance your gameplay experience such as:

• Choose Wizard Launcher Images
• Cartographer Screen
• Faster loading times

See here the Full changelog:

Legend:
FIX - Fixed an issue. MOD - Modified. ADD - New Features.

ADD Choose Wizard Launcher Images



ADD Cartographer screen



ADD Allow/disallow switch to use Wizard’s spells during autobattle
ADD "Move to attack" action in battle
ADD Alternative system significantly decreasing time for reloading saves at the cost of disc space added (it can be disabled in settings)

The additions officially close the current roadmap! Stay tuned for the next one...

ADD Visual representation of Chaos Rift, Inspirations, Consecration and Prosperity enchantments on town map
ADD ‘None’ option to neutral town count in the difficulty setting of a new game (this offers an alternative style of game, without the bonus of capturing many neutral cities, also gives the starting race choice more focus)
ADD Number and paging arrows to unused artefacts grid on Army Manager screen ADD Mouse scroll now flips spell book's pages
ADD Number of defenders for each city on the City Manager screen

MOD Leadership on Chaos Channelled should now work correctly , i.e not work on units that have become fantastic
MOD Spell price / artefact price as a reward - artefact price has dropped to 275 so weak lairs can "give" artefacts more often, while common spells price has risen
MOD Sound when buying construction, artefact or unit
MOD Visual tweaks to Magic screen
MOD Adamantine res - now adds only 10% to hit
MOD Earthwalker skill - that skill now protects from the Earth To Mud spell
MOD Removed the possibility of cancelling globals from a unit
MOD Transmute Wild Game - now we can transmute Wild Game into Mammoth like the description says
MOD ResistMagic - will not be cast by AI on unit with magic immunity
MOD Tweaks to nature node's sparkles

FIX Some options in Settings not being localised correctly
FIX Resources giving food - wild game etc will give Food to town
FIX If a unit is removed from the stack, the system will now check if the unit was performing a task, like building roads etc, and the task will be stopped
FIX Wizard buttons on diplomacy screen should now catch clicks on the entire button area, not just the gem
FIX Remapping end turn button not being recognised during battle
FIX Hotkeys getting registered while entering text in an input field
FIX Charm of Life - when use on unit with 4+ life could show slider on less than 100% (like 99%) even if unit fully healed
FIX Leadership - range attacks get half of the bonus
FIX Stonemason trait - units from created outpost get the engineer skill too
FIX Move Fortress doesn't reset unrest
FIX Too much power gained from nodes - calculation corrected
FIX High Men Spearman walking speed animation
FIX Goblin Boar Riders - incorrect unit class icon (was the same as War Mammoth)
FIX Icon names for The Resistor shield and axe
FIX 0 production buildings/units should be able to buy them still - we can now complete construction of unit/building if we buy it even when production is 0
FIX Catapult wall bug - Catapult and other Wall Crushers will not destroy own walls when defending the city anymore
FIX Fixed max movement points of units when extracting from group
FIX Wall of Darkness realm - now Death instead Chaos
FIX Wild Game event not increasing max population - fix updating town resources when resource on terrain changes
FIX Unit info statistics update in battle
FIX Crash when double click on unit's spellbook opened from unit info
FIX Match function for trading in events
FIX Mining Mammoths - Mammoths do now allow to build mines any more
FIX Melee units with wall crasher can now attack walls (not only gate)
FIX Magic immunity - fix item flight skill
FIX Embark movement cost - embarking won't add MP now
FIX Crash when AI tried optimising its armies
FIX Population text field on town marker not being able to display some longer numbers
FIX Groups formation test after transfering transporter resulting in a crash in some cases
Fix Change Terrain - now it can change terrain under lairs and ruins
FIX Mouse scroll wheel not working correctly on some lists/grids
FIX Goblin towns appearing when Through the Myrror is turned off
FIX Guardian Wind being evaluated by AI against ranged attacks instead of normal ranged attacks
FIX Number of Battle AI spell evaluations not checking if the enemy list is empty, and some visibility of the potential target evaluation

Thank you to all our players for your support of the game!

We are joining WASD

From March 30th till April 1st we will be showcasing some of our most popular titles at WASD exhibition in London. Attendees will have the chance to play some of our greatest games, including Warhammer 40,000: Battlesector, ICBM, Starship Troopers: Terran Command, and Panzer Corps 2.

If you don't own these games yet, they will be joining WASD Sale on Steam.

Whether you're a fan of turn-based strategy, sci-fi warfare, or historical battles, our lineup has something for you. We're excited to give gamers a chance to experience our games and get a taste of what makes Slitherine titles so unique and engaging.

Our colleagues Giulia, Sara, Paolo and Edmond, will be there in person to provide guidance and answer any questions you may have. So don't miss this opportunity to join us at WASD: We can't wait to see you there!

You can access the exhibition from 10 am until 6 pm: buy tickets here.

Beta CHANGELOG 14.03.2023

Greetings Wizards!

We are dedicated to continually improving the game and providing you with the best experience possible. Even after the recent release of the "Through the Myrror" update, we are committed to enhancing the gameplay and adding new features such as the Cartographer screen; Allow/disallow switch to use wizard’s spells during autobattle; adding "Move to attack" action in battle and much more!

Full changelog:

Legend:
ADD - New Features - FIX - Fixed an issue. MOD - Modified.

ADD Cartographer screen
ADD Allow/disallow switch to use wizard’s spells during autobattle
ADD "Move to attack" action in battle
ADD Experimental system significantly decreasing time for reloading saves at the cost of disc space added as a settings option

Cartographer screen


The additions officially close the current roadmap! Stay tuned for the next one...

MOD Leadership on Chaos Channelled should now work correctly , i.e not work on units that have become fantastic
MOD Spell price / artefact price as a reward - artefact price has dropped so weak lairs can "give" artefacts more often, while common spells price has risen
MOD Sound when buying construction, artefact or unit
MOD visual tweaks to Magic screen
MOD Adamantine res - now adds only 10% to hit
MOD Earthwalker skill - that skill now protects from the Earth To Mud spell
MOD Removed the possibility of cancelling globals from a unit

FIX some options in Settings not being localised correctly
FIX Resources giving food - wild game etc will give Food to town
FIX If a unit is removed from the stack, the system will now check if the unit was performing a task, like building roads etc, and the task will be stopped
FIX Wizard buttons on diplomacy screen should now catch clicks on the entire button area, not just the gem
FIX Remapping end turn button not being recognised during battle
FIX hotkeys getting registered while entering text in an input field
FIX Charm of Life - when use on unit with 4+ life could show slider on less than 100% (like 99%) even if unit fully healed
FIX Leadership - range attacks get half of the bonus
FIX Stonemason trait - units from created outpost get the engineer skill too
FIX Move Fortress doesn't reset unrest
FIX Too much power gained from nodes - calculation corrected
FIX High Men Spearman walking speed animation
FIX Goblin Boar Riders - incorrect unit class icon (was the same as War Mammoth)
FIX Icon names for The Resistor shield and axe
FIX 0 production buildings/units should be able to buy them still - we can now complete construction of unit/building if we buy it even when production is 0
FIX Catapult wall bug - Catapult and other Wall Crushers will not destroy own walls when defending the city anymore
FIX Fixed max movement points of units when extracting from group

As a beta tester, you will have exclusive access to test out these new additions and provide valuable feedback that will shape the future of Master of Magic.

Thank you for your support, and we look forward to your participation in the Open Beta!