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 WARLORD MOD BEFORE VERSIONS 1.5.0 AND NOT COMPATIBLE WITH ALL EARLIER VERSION IF CHOOSING ANY OF NEW SCORE MODIFIERS.
This version of Warlord mod is for Caster of Magic for Windows version 1.5.3.
How to install:
1) Uninstall/unload old version of mod (see below)****
2) Patch Caster of Magic for Windows to version 1.5.3. Due to Slitherine nolonger support the game, patch could be found here at. Realmsbeyond.net
3) Unpack "CoM2ModWarlord1.5.3.7z" into "...\Master of Magic Caster Windows\Mods" folder.
4) Run caster of magic for windows until reach main menu.
5) Choose "Load Mod" option on the lower right corner.
6) type mod name "WARLORD" and enter. This will automatically load mod files into data folder while original file in data folder would be backup for sake of later reversion. (in case of you have your own customize artifact, backup your own "items.dat" before doing so or you would lose them.)
7) Once process is completed, game will automatically exit.
8) Run caster of magic for windows again, now game would become Caster of Magic for Windows: Warlord.
How to uninstall the mod.
1) Go to main menu.
2) Click "Unload Mod" option on lower right corner. Game will automatically unload the mod and replacing them with backup files (not included your own items in "items.dat", this one you must replacing it on your own)
3) Game would exit upon completing process.
4) Restart the game and game would be back to become original Caster of Magic for Windows without Warlord mod.
Change log version 1.5.3
Spell
- Colossal Strength now also increase thrown attack strength by 1+40%
- Altar of Battles now give garrison units 10 EXP per turn. Cost increase to 300.
- Confusion will now kill enchanted unit only if owner does not win the combat. Its cost reduces to 14. Thanks Slingers and More Stuff mod for script content.
- Bug Fix: Venom give 2 poison instead of 1.
- State of Rot’s No Healing perk now removed immediately at the end of combat.
- Sanctify now grant +2 spell charge but to cleric units only.
- Focus Magic now grants +1 spell charge to units that already have spell charge.
Unit
- Sea Hags casting skill increase to 14.
- Beastmaster hero could nolonger wear armor, armor slot replaced by accessory slot.
- Bard hero could nolonger wear armor, armor slot replaced by accessory slot.
- Healer hero could nolonger wear armor, armor slot replaced by accessory slot.
- Thief hero could nolonger wear armor, armor slot replaced by accessory slot.
- Assassin hero could nolonger wear armor, armor slot replaced by accessory slot.
- Ninja hero could nolonger wear armor, armor slot replaced by accessory slot.
- Rogue hero could nolonger wear armor, armor slot replaced by accessory slot.
- Gambler hero could nolonger wear armor, armor slot replaced by accessory slot.
- Swordsman hero nolonger wear accessory, accessory slot replaced by weapon slot.
- Elementalist hero could nolonger wear wand, wand slot replaced by accessory slot.
Building
- Fighter’s Guild give garrison units 2 exp per turn.
- Bug Fix: Fortification description cut off before finish.
Others
- New score modifier “Book Collectors”, Each time a wizard is banished or defeated, there is a chance that one of their spell books will become the winner's possession. The book will then no longer be legible as far as its previous content is concerned, but it keeps all the other advantages, score modifier = 0.75. Thanks Slingers and More Stuff mod for script content.
- New score modifier “Unstoppable Stampede”, In combat, all neutral fantastic creatures gain regeneration 0, score modifier = 1.25. Thanks Slingers and More Stuff mod for inspiration.
- New score modifier “Adamantium Fortress”, Player wizard start with old adamantium mine right below his fortress and his starting units equipped with adamantium equipments left over from previous owner, score modifier = 0.6. Thanks Slingers and More Stuff mod for inspiration.
- New score modifier “Nodeborne Souls”, nodes will be more active in defending itself in combat by randomly gives unit enchantment from the same realm as node on all defending neutral creatures and randomly cast combat enchantment of the same realm before combat, score modifier = 1.5.
- New score modifier “Uphill Battle”, whenever AI units are in combat against human player, those units gains +10% To-Hit, +10% To-Defend, and +1 Resistance, score modifier = 1.5.
- New score modifier “Gods Play Dices”, at the beginning of combat, each units roll for resistance penalties (1% for -5, 2% for -4, 4% for -3, 8% for -2, and 16% for -1). Non-human players' units also rolls for resistance penalties but only at half chance for each penalty level against the human player, score modifier = 1.5.
- New score modifier “Khan the Conqueror”, neutral units will fight as if their commander have Warlord and Tactician retorts, score modifier = 1.5.
- Frozen and Volcanic climate now triple spawn chance for wildgames on tundra tiles.