VERSION 1.01 PATCH 10/04/94 M a s t e r o f M a g i c ----------------------------- Problems fixed as of 10/04/94 ----------------------------- 1. CMBTSND.LBX [entry 9] error. 2. Near Allocation too large by 286. 2. CHANGE TERRAIN cast on Myrror bug. 3. Misc bug fixes and gameplay tweaks. ----------------------- Problem Troubleshooting ----------------------- Please make sure you have the following memory available: 581K 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 avoid using 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. ------------------ Manual Corrections ------------------ There have been many changes to the game since the printing of the manual. Master of Magic contains an online help system that reflects these changes. To access the online help, you can right-click specific portions of the game screen. page 8: You must choose a pre-designed wizards for both Intro and Easy levels. page 11: Tauron's specializes in chaos magic and possesses Chaos Mastery. page 11: Rjak has a special ability of Infernal Power and has Death magic. page 11: Tauron has 10 spell picks. page 11: Sss'ra has 4 spell ranks in chaos and 5 in life magic. page 16: The special ability of Famous bestows 15 fame, not 20. page 18: The gold bonus Nomads receive is treated as a road gold bonus, and is cumulative with roads, but is also limited to 3% per townsfolk in the city. page 19: Population growth rate can be found on the city screen display, shown in parenthesis behind the actual population. The population growth rate of a city is equal to the difference between the current population and the maximum population the city can support. If the city does not have sufficient food to feed the populous, 50 people will die a turn per food short. Each race modifies the growth rate as follows: Barbarians: +20 people/turn High Elves: -20 people/turn Beastmen: no modifier High Men: no modifier Dark Elves: -20 people/turn Klackons: -10 people/turn Draconians: -10 people/turn Lizardmen: +10 people/turn Dwarves: -20 people/turn Nomads: -10 people/turn Gnolls: -10 people/turn Orcs: no modifier Halflings: no modifier Trolls: -20 people/turn page 30: all references to staves in the manual are the same as staffs in the game. page 57: Gaia's Blessing reduces unrest by -2. page 57: All non-fantastic troops reduce unrest by 1 per 2 troops garrisoned in a city. page 57: Workers generate 2 production points, except for Dwarven and Klackon workers which produce 3 points. page 59: 'No Report' will appear within a enemy city you are viewing if the city is not within scouting range of any of your troops and indicates your lack of information about the troops within the city. page 80: More powerful heroes will not approach a wizard unless the wizard possesses larger levels of fame. page 80: Mercenaries of the special races (Beastmen, Dark Elves, Dwarves, Draconians, and Trolls) will only approach wizards which have contact with Myrror, i.e. in control of a tower, owning a city on Myrror, or possessing an Astral Gate. Likewise, only normal races will petition for hire if a wizard has contact with Arcanus. page 82: All special abilities that heroes can possess may also be 'super' versions which give an additional +50% bonus above the special's normal bonus. page 101: Fleeing from combat forces units to disband 50% of the time (25% for heroes). Intro and Easy game settings allow heroes to always flee without any risk of elimination. page 101: Winning a battle against 4 or more opponents increases the victor's fame by 1, and decreases the loser by 1. Building a new city does not effect fame. page 111: When a wizard's fortress is captured, he is banished into the void and must throw the Spell of Returning to return to Arcanus and Myrror. The spell requires 1000 mana to cast, and you do not receive magical power from any source except alchemy while banished. In addition, a banished wizards cannot cast any spells in combat, but may still direct the activities of cities under his control. page 116: Standard Lizardmen units cost normal, not double. page 116: Klackons have the unique ability of self rule and reduce the level of unrest in the city by -2 if the fortress of the controlling wizard is a Klackon city. page 117: Nomads cannot build Wizard's Guilds. page 118: The default tax rate should be 30%, not 0%. page 119: Rivers yield 2 food, and Grasslands yield 1.5 food. page 122: The gold bonus received from road is limited to 3% per townsfolk within the city. page 125: City walls require 2 gold to maintain, not 3. page 125: Farmer's Markets require 2 gold to maintain, not 4. page 126: Granaries require 1 gold to maintain, not 2. page 126: Libraries generate +2 research a turn. page 127: Sage's Guilds generate +3 research a turn. page 128: Universities generate +5 research a turn. page 134: Stag Beetles require an Armorer's Guild and Stable to build, and have a 7 defense. page 137: Behemoths have a 10 resistance. page 138: Efreeti have a 10 resistance page 139: Great Drakes have a 12 resistance. page 139: Great Drakes have a 12 resistance. page 140: Hydras have a 11 resistance. page 140: Guardian Spirits cannot fly. page 141: Sky Drakes have magic immunity. (Omitted from Manual): Raiders and Rampaging Monsters will appear from time to time, and will be bent on capturing or destroying cities respectively. The frequency and strength of the units depends on the difficulty setting of the game. When raiders take a city, it reverts to neutral control. When rampaging monsters win, there is a chance that the city will either be partially destroyed or turned into a ruins that become a lair to explore. --------------------- 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. ---------------- 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!