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kazzmir

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A member registered Jul 05, 2024 · View creator page →

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I think this is resolved now. The issue was that raider cities did not initialize the "producing unit" field correctly, so when you conquered a raider city, the city would immediately produce a unit with an uninitialized value, which showed up as a blank tile and immediately crashed the game if you interacted with it. The fix is to always initialize the "producing unit" field for every city.

Destroying city walls in combat is supported now (WallCrusher ability)

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This finally happened to me. I conquered a neutral klackon city and after capturing it (not razing it) there was a blank tile in my stack of units in the city. When I right clicked on the blank tile the game crashed. I will try to fix this.

I've seen a case or two where stacks merged together incorrectly, I think it is related to this issue.

Can you say more about how you got into this situation? I was unable to replicate. So far I tried these situations:

* have a stack of units that are all in patrol mode, next turn select 2 units to activate, move them to a nearby square. works fine

* have a stack of units that are all in patrol mode. have another stack nearby that is active walk a path through the patrol stack. the non-patrol units walk through the patrol units just fine and have the expected number of movement points

The engineers can build a road on a specified path now. The hud ui changes to allow you select a path that the engineers will take.

Fixed. Leadership now applies its bonus to all valid units in an army (any non-fantastic unit)

Yes thanks. I will definitely try to resolve this issue

Done

This is implemented now.

Treasure will now never give out the Spell of Mastery, nor a forbidden book (life to a wizard with death, or death to a wizard with life)

LOL good catch. I'll make sure spell of mastery cannot be part of treasure.

There haven't been any explicit fixes for this issue yet.

I added a feature wherein if you click on the food UI element in the main hud while it is negative the game will ask if you want to rebalance food production, which will convert some workers to farmers in your cities. See https://github.com/kazzmir/master-of-magic/pull/649 for details

I've been trying to reproduce this issue but have not succeeded yet. I am still investigating

Fixed, now each raider city can have a different race (consistent with the plane the city is on), and units produced by that city will match the race of the city.

I think this is fixed now. Enemies outside the gate will constantly try to move towards the gate, or further inside the city if possible.

Roads can no longer be built on water. All build actions are disallowed on water (including settle and meld).

Fixed

Ok I'll check on this. BTW you can join the discord channel too: https://discord.gg/xCpHBKrU9c

Ok I'll see if I can fix it, although I have been toying with the idea that a stack of units can have more than 9 in it. Combat already supports nearly unlimited units per side. The only real constraints on the stack units in the rest of the game are various ui issues, but I can just make the unit sprites overlap/shrink if there are more than 9

Ah good find. I'll fix

I believe dos mom does this too. When one new citizen is created, that citizen starts out as a worker unless there are not enough farmers to support the food needs of that specific city where the population growth occurred. If there is a deficit in the required farmers to support the new population then the new citizen automatically becomes a farmer.

None of this takes the food needs of the army as a whole into account. You have to manually rebalance the farmers across your empire to sustain the army's food needs. But the game will warn you when your army food needs becomes negative.

The bug about a gift being applied to an AI but being shown to the user is fixed. I'm still investigating what is supposed to happen for events to AI cities. It could be that the human should see event notifications if the human knows about the city, or maybe the human just never sees notifications about those cities at all.

There was a bug with invisibility. Its fixed now, and the AI unit will not walk towards an invisible unit unless the AI unit has illusions immunity.

As long as there is some tile that is unexplored the engine will assume it can traverse that tile, so if a sailing unit tries to reach some destination but keeps running into the coast it can recalculate a new path until it discovers the entire coast. Theres a chance the unit might get into a suboptimal situation where it keeps re-exploring the same path a few times though. I can play with it.

I fixed a few issues regarding sailing units (including the warship). A flying warship can move around anywhere on the map and enter combat on land, as well as still transporting units. Also I tested in DOS MoM and new ship units do start in the city they are built in, not in the nearest ocean tile.

I added a "Quick Start" button to the main menu that drops you into a game with a random number of opponents on a randomly sized land size, and with a random wizard for your player.

Regarding "Does not otherwise check intermediate tiles, only the destination tile.", I guess you are saying that units sometimes run into obstacles on their way to the destination and need your help to move around them. This is partly be design, in that the original DOS version simply didn't let you move armies onto unexplored tiles that would have been illegal for that unit. Meaning, if you were to try to direct a unit onto an unexplored ocean tile, the game would simply not calculate a path at all. I think this is a bit unfair in that if the area is unexplored you shouldn't be able to know if there is an ocean tile there or not. For now, the units in my engine always try to go towards the destination tile, and just stop moving if they can't continue on their path.

I have thought about making units auto-recalculate a new path to the destination tile (if one exists), so that you don't have to manually manage the unit yourself. Do you think that would be preferable?

I increased the zoom level a bit, but if the map is too large you still can't see the whole thing.

The escape key is disabled in the browser now.

Ok good point

There actually is a way to start an instant game from the command line if you have built from source.

$ magic -start

I will address the rest of your comments later. Thank you for the feedback!

I use escape a lot for local development to exit the game, its convenient for me. But maybe I can disable it in the browser.

Discord: https://discord.gg/xCpHBKrU9c

Yea I've noticed this too. I'm not quite sure how it happens, although there is an updated UI library dependency I can try to see if the issue goes away.

The AI will currently cast web on a random unit. Its true that web is probably more useful to be cast on a flying unit, and I could bias the AI to choose flying vs non-flying, but it is valid to cast web on a walking unit because web causes the unit to lose a turn.

What do you mean by sleeping?

Good catch, fixed

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The enemy wizard can now cast spells in combat, and enemy units have random enchantments applied to them.

Unit stats now show up in the box for each unit in the list of units to purchase.

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Unit enchantments now require you to purchase a certain number of books of the correct type (of the same realm as the enchantment).

Mana is now permanent in that you don't lose mana after each battle. Buying mana costs exponentially more per point.