M a s t e r o f M a g i c Version 1.3.1 ----------------------- Problem Troubleshooting ----------------------- Please make sure you have the following memory available: 583K CONVENTIONAL MEMORY 2.7M EXPANDED MEMORY Refer to your DOS manual for information on memory management. If you use the QEMM memory manager, there are a couple of problems that you should be aware of. 1. You should not use the STEALTH configuration. This mode is known to cause problems with Master of Magic. You should remove the ST:M or ST:F switch from your QEMM386.SYS command line and then re-optimize. If you need help doing this you can consult Quarterdeck Office Systems Tech Support at (310) 392-9701 from 5:30am to 3:30pm EST. 2. It is not recommended that you use Microsoft's SMARTDRV.EXE or SMARTDRV.SYS with the QEMM memory manager. 3. If you use SMARTDRV.EXE or SMARTDRV.SYS, you should disable the write cache using the /X switch. 4. Attention owners of the Compaq Presario. If you are not getting any sound in the game, you may need to make a change to your autoexec.bat file. Check it for the following line, "set blaster=A220 I5 D1 T5". (Type "type autoexec.bat|more" at the c: prompt to bring the file on screen.) If it doesn't appear, type "edit autoexec.bat" at the c: prompt, and insert that instruction at the first line of the file. You will then have to reboot your computer to execute it. We advise those who haven't had experience editing files to make a copy of the autoexec.bat file on a disk before making any changes to it. Thus, if you make a mistake, you can recopy the file back into your root directory and return to where you started. 5. To install and run the CD-ROM version of Master of Magic entirely from the hard-drive, follow these steps: * Make a directory on your hard-drive (ex. MAGIC). * Change to that directory. * Type the following at the DOS prompt: "COPY D:\GAME\*.*". This command assumes that "D:" is your CD drive. * Wait for all of the files to copy (about 25 megs). * When this is finished, type install and select "Configuration" to set your soundcard settings. * Once this is done, just type "MAGIC" to start the game! Note: You can only use itemmake with Master Of Magic stored entirely on your hard-drive. ------------------ Manual Corrections ------------------ There have been many changes to the game since the printing of the manual. Master of Magic contains an on-line help system that reflects these changes. To access the on-line help, you can right-click specific portions of the game screen. --------------------- Sound Troubleshooting --------------------- If you use a SoundBlaster sound card, you must have your BLASTER environment variable correctly SET. If you use a SoundBlaster sound card that is set to IRQ 10, you may experience problems. Try configuring your card for a lower IRQ. If you use a Pro Audio Spectrum card, you must have the MVSOUND.SYS driver properly installed. If you use a Roland or General MIDI sound card, you may experience some delays when starting Master of Magic. These cards require a short initialization period. If you use a Roland or General MIDI sound card, you may need to turn your machine off and then back on when changing settings in the INSTALL program. -------------- Hints and Tips -------------- If you would like to skip the intro animation and continue your current game, you can run the WIZARDS.EXE instead of the MAGIC.EXE. When you type WIZARDS, the continue save game (SAVE9.GAM) will be automatically loaded. --------------------------------------------- Version 1.2 Gameplay Changes and Enhancements --------------------------------------------- SPECIAL ABILITIES: - The Alchemist special ability allows all of your new normal units built to be equipped with +1 magical weapons, as if an alchemist's guild were present in all of the wizard's towns. - Archmages gain +50% towards their spell casting skill. - Node Mastery makes you immune to having your spells dispelled while in a node. - The special ability of Famous now starts you with 10 fame. - The Conjurer's bonus of +25% now applies to research of summoning spells, maintenance costs of fantastic creatures, and casting cost for all summoning spells. - The Artificer reduces the cost of creating magical items by 50%. - The Runemaster ability doubles the wizard's chance to dispel another wizard's enchantment, instead of making the runemaster's spells harder to dispel. - The Chaos Mastery, Sorcery Mastery, and Nature Mastery abilities now give the wizard a +15% bonus to his research and casting of spells of the appropriate realm, instead of +10% just to researching. - The Channeling special ability now reduces maintenance for all summoned creatures by 50%, in addition to eliminating the range penalties for casting combat spells away from your fortress. The Channeling ability costs 2 picks. - The Myrran ability now costs 3 picks. SPELLS AND MAGIC: - A wizard's fortress generates magic power equal to the number of spell book picks selected when the game begins, instead of the base 5. Myrran wizards then make an additional +5 magical power from their fortress. - A wizard's starting spell casting skill is equal to twice the number of spell books chosen when the game begins. - Guaranteed spells have been eliminated. Instead a wizard may select one spell for each book he picked above one when the game begins. Wizards who selected 11 picks begins with all common spells, 2 uncommon spells, and one rare spell. - The Disjunction spell now has a base cost of 200. - The Windwalking spell now has a maintenance cost of 10 mana. - The Weakness spell is no longer automatic and requires a save, but the spell does have a -2 resistance penalty. - The Starfires spell only costs 5 mana to throw. - The Holy Weapon spell now costs 10 mana to throw in combat, 50 overland. - Great Unsummoning now has a -3 resistance penalty. - Guardian Wind has become a common spell and costs 10 mana to cast in combat, 50 mana overland. - Guises has been eliminated as a spell, and replaced by Blur. The Blur spell is uncommon sorcery and covers all of your units in a veil of wispy illusion, making it very difficult to see the exact positions of the protected units. As a result, all hits inflicted against the blurred creatures have a 10% chance of just missing. Blur is a global combat spell and costs 25 mana to cast. - The Dispel Magic True, Disenchant True, and Disjunction True spells all dispel with a strength equal to 3 times the mana spent on casting the spell. UNITS AND HEROES: - Units may only fire 1 missile attack each turn. Firing a ranged attack ends the unit's turn. - Units with lifestealing may still attack with their normal attack - Clarification: all animated dead units cost 50% more mana to maintain than the creature's cost before becoming undead, regardless of how the creature become undead ( ghoul, demon lord drain, life drain spell, animate dead spell, etc.). - Berserkers have a 7 hand-to-hand, 3 defense, 3 thrown, 7 resistance, and cost 120gp. - Hammerhands now have a 4 defense. - Sky Drakes are now very rare creatures. - Death knight's now have a h-to-h attack strength of 9 - Demon lord now has a -5 save to life stealing - Djinns are now very rare creatures. - Halflings standard units cost 150% normal - Halflings no longer have a +1 defense. - Magicians have a 5 strength and Warlocks have a 7 strength. - Galleys and Triremes have a 4 defense. - Galleys have a 2 range arrow attack with 8 ammo. - Gnoll units cost the normal standard unit costs for spearmen, swordsmen, bowmen, halberdiers, and settles. - Gnollish wolf riders may now move 3 and have a 7 attack strength. - Lizardmen dragon turtles require a stables and an armorer's guild to build. - Draconian standard units now fly at a speed of 2. - Draconian airships may not carry units. - Great Drakes now have a 30 hand-to-hand attack strength, a 30 strength breath weapon, and a 10 defense. - Wizards lose 1/2 fame point per level of heroes slain in battle. - Maleus now has the spell of flame strike. - Rare and very rare fantastic units have had their defense increased: Chaos Spawn: 6 DEF Sky Drake 10 DEF Chimera: 5 DEF Wraith: 6 DEF Efreet: 7 DEF Death Knight: 8 DEF Great Drake: 9 DEF Demon Lord: 10 DEF Angel: 7 DEF Stone Giant: 8 DEF Arch Angel: 10 DEF Gorgons: 7 DEF Storm Giant: 7 DEF Beheemoth: 9 DEF Air Elemental: 5 DEF Colossus 10 DEF Djinn: 8 DEF Great Wyrm: 12 DEF MOVEMENT: - Flyers may now use enchanted roads. - Teleport only costs 1 movement point in combat. - Pathfinding allows all units within the stack to move on land squares as if they were roads. - Non-Corporal units can move on any terrain as a road. - Desert map squares cost one movement point to cross. MISCELLANEOUS: - A left mouse click on any resource on the city view screen will give a complete accounting and breakdown of resource production. - Trade Goods do not benefit from bonuses from any other source in a city. - A conquering wizard may now chose to raze a city, totally destroying the town and slaying all of its occupants. The razing wizard then re...
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