Submod of Caster of Magic for Windows expansion of Master of Magic Classic.
This mod is for those who love normal units with improve immersion for being warlords. Rebalance of spells and huge rebalance of units with help of Anskiy and Zitro1987. This mod included more than 60 units are added or changed in sprites, spells changes, and overall change in balance closer to vanilla Master of Magic.
Add fileReportCaster of Magic for Windows: Warlord 1.4.18 (for CoM2 1.04.06)
This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
Submod of Caster of Magic for Windows expansion of Master of Magic Classic. This mod is for those who love normal units with improve immersion for being warlords. Rebalance of spells and huge rebalance of units with help of Anskiy and Zitro1987. This mod included more than 60 units are added or changed in sprites, spells changes, and overall change in balance closer to vanilla Master of Magic.
NOT SAVEGAME COMPATIBLE WITH VERSION 1.4.6, 1.4.10, 1.4.14
Version 1.4.17 of submod of Caster of Magic for Windows expansion of Master of Magic Classic version 1.4.6.
This mod is for those who love normal units with improve immersion for being warlords. Rebalance of spells and huge rebalance of units with help of Anskiy and Zitro1987. This mod included more than 60 units are added or changed in sprites, spells changes, and overall change in balance closer to vanilla Master of Magic.
How to install:
1) create folder "Master of Magic Caster Windows Warlord" in Master of Magic folder
2) copy all content from "Master of Magic Caster Windows" to "Master of Magic Caster Windows Warlord" (Requires fresh copy of all content from CoM II 1.04.06.)
3) extract content from archive file into Master of Magic folder (overwrite all file in "Master of Magic Windows Warlord" as well as Multi.config outside)
4) You may launch from launcher, select this mod (last of the 4 option), start game
Video demonstrates how to install:
Change log version 1.4.18
Retort/Books:
Benefactor - comes with heroic heart researched
Tactician – no longer grants +1 move in favorable terrain. However, it grants +5% to hit and negate first strike instead (end turn time savings)
Buildings:
- Alchemist Guild now grants +2 research – bringing back the original master of magic feature of it granting a minor economy bonus.
Units:
- Dwarf musketeer loses 1 resistance
- Gugalanna gains +1 melee
- Minotaur gains +1 hp
- Doom Drake costs 10 less
- Kraken no longer stealthy in sea (end turn time savings)
- Archangel has a charge of hierophany (new spell)
AI:
- Overhauled how AI values spells in regards to trading with other players, more in line with spell worth and whether the spell is not used at its full potential by dumb AI.
Spells:
- Soul flay costs 45 (from 5)
- Lycanthropy costs 90 (from 105) and has resistance 5 (from 4)
- Divine Order's magic market effect changed from guaranteed to conditional – if opponent has no life books, it no longer provides power. If opponent has more non-life books than life – magic market is 50% as effective. If opponent has more life books – magic market is unchanged. - nerfed
- Plane shift research cost is 6000 (from 8000)
- Focus Magic, if cast in combat and unit does not have ranged attack, grants +3 resist. - buffed, mainly to help AI.
- Inner Power also grants mountaineer to qualifying units.
- Ensuring magic immunity does not counter web
- State of Rot Redesigned without 'healing immunity' at all given the various bugs around it not expected to be fixed - All enemy non-undead units in combat lose regeneration and 8% to defend. Additional State of Rot enchantments in play reduces to defend by 4%.
- Sanctify effect to turn unit into life creature only happens during battle (end turn time savings)
- Angelic Guardians effect of giving your units exorcise only happens during battle (end turn time savings)
-AI values some spells slightly more or less when trading.
- Removed Purity due to impact on end turn processing.
- NEW UNCOMMON - hierophany (24 cost)– Combat curse with -4 resist modifier (-7 if undead). If resistance roll unsuccessful, unit loses half armor, all immunities, lightning resistance, negate first strike, and all mobility-related perks. This spell is most successful against death and undead units which happen to have some of these perks.
- Focus magic no longer can be cast in combat (end turn time savings)
- Vampirism no longer transfers thrown/breath into range, only into melee (end turn time savings and to encouraging melee among enchanted units)
Other:
- This version is all about lowering end turn game speeds, a problem associated with the Warlord mod. The scripts simplified to reduce calculations. In some cases, certain features got simplified or moved to just combat-only effects. Simplified eternal night/state of rot/vampiricism/shadow strike/colossal strength/Temporal Twist.