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-
- 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 receives 10% of the original cost of all buildings
- within the city, but loses 1 fame per size of the city, i.e.
- 1 fame for a hamlet, 2 for a village, 3 for a town, etc.
- - The default tax rate is 1 gold per townsfolk with a 20% unrest
- rate.
-
- ---------------------------
- Version 1.2 Chart Revisions
- ---------------------------
-
- Building Chart:
-
- RACES
- Type |BA|BE|DE|DR|DW|GN|HF|HE|HM|KL|LZ|NO|OC|TR|
- --------------------------------------------------------
- ALCHEMIST'S | Y| Y| Y| Y| Y| N| Y| Y| Y| N| N| Y| Y| N|
- --------------------------------------------------------
- ANIMIST'S | N| Y| Y| Y| N| N| N| Y| Y| N| N| Y| Y| Y|
- --------------------------------------------------------
- ARMORER'S | Y| Y| Y| Y| Y| N| N| Y| Y| Y| N| Y| Y| Y|
- --------------------------------------------------------
- ARMORY | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
- --------------------------------------------------------
- BANK | N| Y| Y| Y| N| N| N| Y| Y| N| N| Y| Y| N|
- --------------------------------------------------------
- BARRACKS | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
- --------------------------------------------------------
- BUILDER'S | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
- --------------------------------------------------------
- CATHEDRAL | N| Y| N| Y| N| N| Y| N| Y| N| N| Y| Y| Y|
- --------------------------------------------------------
- CITY WALLS | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
- --------------------------------------------------------
- FAN STABLE | N| N| Y| N| N| N| N| Y| N| N| N| Y| Y| N|
- --------------------------------------------------------
- --------------------------------------------------------
- TYPE |BA|BE|DE|DR|DW|GN|HF|HE|HM|KL|LZ|NO|OC|TR|
- --------------------------------------------------------
- FARM MARKET | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
- --------------------------------------------------------
- FIGHTER'S G. | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
- --------------------------------------------------------
- FORESTER'S | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| N| Y| Y| Y|
- --------------------------------------------------------
- GRANARY | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
- --------------------------------------------------------
- HOUSING | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
- --------------------------------------------------------
- LIBRARY | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
- --------------------------------------------------------
- MARTIME G. | Y| N| N| N| N| N| N| N| Y| N| N| N| Y| N|
- --------------------------------------------------------
- MARKET PLACE | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
- --------------------------------------------------------
- MECHANICIAN'S| N| Y| Y| N| N| N| N| Y| Y| N| N| Y| Y| N|
- --------------------------------------------------------
- MERCHANT'S G.| N| N| Y| Y| N| N| N| Y| Y| N| N| Y| Y| N|
- --------------------------------------------------------
- --------------------------------------------------------
- TYPE |BA|BE|DE|DR|DW|GN|HF|HE|HM|KL|LZ|NO|OC|TR|
- --------------------------------------------------------
- MINER'S G. | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| N| Y| Y| N|
- --------------------------------------------------------
- ORACLE | N| Y| Y| Y| N| N| N| N| Y| N| N| Y| Y| N|
- --------------------------------------------------------
- PARTHENON | Y| Y| Y| Y| N| N| N| N| Y| N| N| Y| Y| Y|
- --------------------------------------------------------
- SAGE'S G. | Y| Y| Y| Y| Y| N| Y| Y| Y| N| N| Y| Y| N|
- --------------------------------------------------------
- SAWMILL | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| N| Y| Y| Y|
- --------------------------------------------------------
- SHIP WRIGHTS | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| N| Y| Y| Y|
- --------------------------------------------------------
- SHIP YARD | Y| N| Y| Y| N| Y| N| Y| Y| N| N| Y| Y| N|
- --------------------------------------------------------
- SHRINE | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
- --------------------------------------------------------
- SMITHY | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
- --------------------------------------------------------
- STABLE | Y| Y| Y| Y| N| Y| N| Y| Y| Y| Y| Y| Y| Y|
- --------------------------------------------------------
- --------------------------------------------------------
- TYPE |BA|BE|DE|DR|DW|GN|HF|HE|HM|KL|LZ|NO|OC|TR|
- --------------------------------------------------------
- TEMPLE | Y| Y| Y| Y| Y| Y| Y| Y| Y| N| Y| Y| Y| Y|
- --------------------------------------------------------
- TRADE GOODS | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
- --------------------------------------------------------
- UNIVERSITY | N| Y| Y| Y| N| N| N| Y| Y| N| N| Y| Y| N|
- --------------------------------------------------------
- WAR COLLEGE | N| Y| Y| Y| N| N| N| Y| Y| N| N| Y| Y| N|
- --------------------------------------------------------
- WIZARD'S G. | N| Y| Y| Y| N| N| N| Y| Y| N| N| N| Y| N|
- --------------------------------------------------------
-
- Units Chart:
-
- RACES
- TYPE |BA|BE|DE|DR|DW|GN|HF|HE|HM|KL|LZ|NO|OC|TR|
- ---------------------------------------------------------
- AIRSHIP | N| N| N| Y| N| N| N| N| N| N| N| N| N| N|
- ---------------------------------------------------------
- BESERKERS | Y| N| N| N| N| N| N| N| N| N| N| N| N| N|
- ---------------------------------------------------------
- BOWMAN | Y| Y| N| Y| N| Y| Y| N| Y| N| N| Y| Y| N|
- ---------------------------------------------------------
- CAVALRY | Y| N| Y| N| N| N| N| Y| Y| N| N| N| Y| N|
- ---------------------------------------------------------
- CATAPULT | N| Y| Y| N| N| N| N| Y| Y| N| N| Y| Y| N|
- ---------------------------------------------------------
- CENTAURS | N| Y| N| N| N| N| N| N| N| N| N| N| N| N|
- ---------------------------------------------------------
- DOOM DRAKE | N| N| N| Y| N| N| N| N| N| N| N| N| N| N|
- ---------------------------------------------------------
- DRAGON TURTLE | N| N| N| N| N| N| N| N| N| N| Y| N| N| N|
- ---------------------------------------------------------
- ELVEN LORDS | N| N| N| N| N| N| N| Y| N| N| N| N| N| N|
- ---------------------------------------------------------
- ---------------------------------------------------------
- TYPE |BA|BE|DE|DR|DW|GN|HF|HE|HM|KL|LZ|NO|OC|TR|
- ---------------------------------------------------------
- ENGINEERS | N| Y| N| Y| Y| N| N| N| Y| Y| N| N| Y| N|
- ---------------------------------------------------------
- GALLEY | Y| N| Y| Y| N| Y| N| Y| Y| N| N| Y| Y| N|
- ---------------------------------------------------------
- GOLEM | N| N| N| N| Y| N| N| N| N| N| N| N| N| N|
- ---------------------------------------------------------
- GRIFFINS | N| N| N| N| N| N| N| N| N| N| N| Y| N| N|
- ---------------------------------------------------------
- HALBERDS | N| Y| Y| Y| Y| Y| N| Y| N| Y| Y| N| Y| Y|
- ---------------------------------------------------------
- HAMMERHANDS | N| N| N| N| Y| N| N| N| N| N| N| N| N| N|
- ---------------------------------------------------------
- HORSEBOWMAN | N| N| N| N| N| N| N| N| N| N| N| Y| N| N|
- ---------------------------------------------------------
- JAVELINEERS | N| N| N| N| N| N| N| N| N| N| Y| N| N| N|
- ---------------------------------------------------------
- LONGBOWMAN | N| N| N| N| N| N| N| Y| N| N| N| N| N| N|
- ---------------------------------------------------------
- ---------------------------------------------------------
- TYPE |BA|BE|DE|DR|DW|GN|HF|HE|HM|KL|LZ|NO|OC|TR|
- ---------------------------------------------------------
- MAGICIANS | N| Y| N| Y| N| N| N| Y| Y| N| N| N| Y| Y|
- ---------------------------------------------------------
- MANTICORE | N| Y| N| N| N| N| N| N| N| N| N| N| N| N|
- ---------------------------------------------------------
- MINOTAURS | N| Y| N| N| N| N| N| N| N| N| N| N| N| N|
- ---------------------------------------------------------
- NIGHTBLADES | N| N| Y| N| N| N| N| N| N| N| N| N| N| N|
- ---------------------------------------------------------
- NIGHTMARES | N| N| Y| N| N| N| N| N| N| N| N| N| N| N|
- ---------------------------------------------------------
- PALADINS | N| N| N| N| N| N| N| N| Y| N| N| N| N| N|
- ---------------------------------------------------------
- PEGASI | N| N| N| N| N| N| N| Y| N| N| N| N| N| N|
- ---------------------------------------------------------
- PIKEMAN | N| N| N| N| N| N| N| N| Y| N| N| Y| N| N|
- ---------------------------------------------------------
- PRIEST | N| Y| Y| N| N| N| N| N| Y| N| N| Y| N| N|
- ---------------------------------------------------------
- ---------------------------------------------------------
- TYPE |BA|BE|DE|DR|DW|GN|HF|HE|HM|KL|LZ|NO|OC|TR|
- ---------------------------------------------------------
- RANGERS | N| N| N| N| N| N| N| N| N| N| N| Y| N| N|
- ---------------------------------------------------------
- SETTLERS | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
- ---------------------------------------------------------
- SHAMAN | Y| N| N| Y| N| N| Y| N| N| N| Y| Y| Y| Y|
- ---------------------------------------------------------
- SLINGERS | N| N| N| N| N| N| Y| N| N| N| N| N| N| N|
- ---------------------------------------------------------
- SPEARMAN | Y| Y| Y| Y| N| Y| Y| Y| Y| Y| Y| Y| Y| Y|
- ---------------------------------------------------------
- STAG BEETLE | N| N| N| N| N| N| N| N| N| Y| N| N| N| N|
- ---------------------------------------------------------
- STEAM CANNON | N| N| N| N| Y| N| N| N| N| N| N| N| N| N|
- ---------------------------------------------------------
- SWARDSMAN | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
- ---------------------------------------------------------
- TRIREME | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| N| Y| Y| Y|
- ---------------------------------------------------------
- ---------------------------------------------------------
- TYPE |BA|BE|DE|DR|DW|GN|HF|HE|HM|KL|LZ|NO|OC|TR|
- ---------------------------------------------------------
- WARLOCKS | N| N| Y| N| N| N| N| N| N| N| N| N| N| N|
- ---------------------------------------------------------
- WAR MAMMOTHS | N| N| N| N| N| N| N| N| N| N| N| N| N| Y|
- ---------------------------------------------------------
- WARSHIPS | Y| N| N| N| N| N| N| N| Y| N| N| N| Y| N|
- ---------------------------------------------------------
- WAR TROLLS | N| N| N| N| N| N| N| N| N| N| N| N| N| Y|
- ---------------------------------------------------------
- WYVERN RIDERS | N| N| N| N| N| N| N| N| N| N| N| N| Y| N|
- ---------------------------------------------------------
-
- The following is a complete list of unrest modifiers according
- to a wizard's capitol race (ex. If you have a capitol race of
- barbarians, you will have 1 additional unrest in a city of dwarves
- you have conquered).
-
- BA BE DE DR DW GN HF
- BA: 0 +1 +1 +1 +1 +1 +1
- BE: +1 0 +2 +2 +2 0 +1
- DE: +1 +2 0 +2 +3 +2 +2
- DR: +1 +2 +2 0 +2 +1 +1
- DW: +1 +2 +3 +2 0 +1 0
- GN: +1 0 +2 +1 +1 0 0
- HF: +1 +1 +2 +1 0 0 0
- HE: +1 +2 +4 +1 +3 +2 0
- HM: +1 +1 +2 +1 0 +1 0
- KL: +2 +2 +2 +2 +2 +2 +2
- LZ: +1 +1 +2 +1 +1 +1 +1
- NO: 0 +1 +2 +1 +1 +1 0
- OC: 0 +1 +2 +1 0 0 0
- TR: +1 +2 +3 +2 0 0 +1
-
- HE HM KL LZ NO OC TR
- BA: +1 +1 +2 +1 0 0 +1
- BE: +2 +1 +2 +1 +1 +1 +2
- DE: +4 +2 +2 +2 +2 +2 +3
- DR: +1 +1 +2 +1 +1 +1 +2
- DW: +3 0 +2 +1 0 +3 +4
- GN: +1 +1 +2 +1 +1 0 0
- HF: 0 0 +2 0 0 0 0
- HE: 0 0 +2 +1 0 +2 +3
- HM: 0 0 +2 +1 0 0 +1
- KL: +2 +2 -2 +2 +2 +2 +2
- LZ: +1 +1 +2 0 +1 +1 +1
- NO: 0 0 +2 +1 0 0 +1
- OC: 0 0 +2 +1 0 0 0
- TR: +1 +1 +2 +1 +1 0 0
-
- ---------------------------------------------------------
- Version 1.3.1 Corrections and Enhancements
- ---------------------------------------------------------
-
- - You are awarded 5 fame points for defeating an enemy wizard. This is in
- addition to fame points gained for defeating his fortress city. Note: you are
- not notified of this award in the game.
-
- - An asterisk that follows a hero's special ability indicates a super rating.
-
-
- - Non-corporeal units are unable to use the enchanted road bonus. The
- enchanted road bonus does not apply in combat.
-
- - You will be rewarded with either one or two spells for banishing an enemy
- wizard. However, both of you must have similar types of magic for this to
- happen. If, for example, you have only death magic and your vanquished foe
- has only life magic, don't expect any spell discoveries.
-
- - Corruption now eliminates food production in the affected terrain.
-
- - Volcanoes have a 2% chance to revert to mountains each turn (with a 5%
- chance of providing a mineral vein).
-
- - The number of rebellions arising from Armageddon and Great Wasting have
- been substantially reduced (not entirely eliminated).
-
- - A unit with an immunity to a special attack is no longer immune to all
- other attacks made by a unit that had that special attack.
-
- - Units with magic immunity are no longer invulnerable to all fantastic
- creatures.
-
- - Djinns now have wind walking.
-
- -We recommend that you not use saves from previous versions with 1.3.1. They
- might work fine but we cannot guarantee it.
-
- - Playing with sound off should no longer crash the game in combat.
-
- - Armies of a banished wizard will now continue to follow their battleplan
- instead of going onto the defensive as occurred in previous versions.
-
- - Enemy wizards are now less apt to raze conquered cities.
-
- - There is a limit of 1000 units allowed in the game. This means that if
- the other wizards have managed to recruit 950 units, you can at most 50. Any
- attempt to build another unit will cause a warning message to appear.
-
- - A note on diplomacy. The stronger you get, the more difficult it will be
- to maintain good diplomatic relations with the other wizards and the more
- likely they will be to delcare war on you. They will not allow you grow
- strong unchecked.
-
- - Spell blast should now work properly against disjunction.
-
- - The movement cost across destroyed outposts is 1.
-
- - Units with mountainwalk capability move across grasslands at half rate.
-
- -
-
- * * * * * * * * * * * *
- On-Line Service Support
- * * * * * * * * * * * *
-
- MicroProse On-Line Support may be contacted on the
- following services:
-
- MPS*BBS*US (410) 785-1841
- CompuServe 76004,2223 or GAMBPUB
- GEnie MicroProse
- Prodigy XHFK15D
- America On-Line MicroProse
- Internet microprose@compuserve.com
- Delphi microprose3@delphi.com
-
- Updates, demos, and more may be found on the above services
- as well as the following:
-
- World Wide Web http://www.microprose.com
- FTP Site ftp.microprose.com
-
- ----------------
- Customer Support
- ----------------
- If you are experiencing problems with Master of Magic, you can call
- the MicroProse Customer Support Line at (410) 771-1151 weekdays from
- 9:00am to 5:00pm EST.
-
-
- THANK YOU FOR PURCHASING MASTER OF MAGIC!
-
- Distributed by MicroProse On-Line 1995
-