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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 1.4.7
NOT SAVEGAME COMPATIBLE WITH VERSION 1.4.6
Version 1.4.10 of submod of Caster of Magic for Windows expansion of Master of Magic Classic version 1.4.4.
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 1.4.04.)
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
Change log version 1.4.10.1:
- reuploaded the file to switch of forced debug mode.
Change log version 1.4.10:
Compatibility update:
- Compatibility update to CoM for windows version 1.4.4.
- Integrates new difficulty level, "Easy" from CoM for windows version 1.4.4.
- Integrates incompatibility of Doom damage item power and +% to-hit item power from CoM for windows version 1.4.4.
- Fractions of each production and gold in city now included in terrain and trade bonus from CoM for windows version 1.4.4.
- Include 4 new score modifiers (Corrupt Leaders, Minor Paranoia, Major Hostility, Final War) from CoM for windows version 1.4.4.
Units and hero changes:
- Any difficulty less than Advance would nolonger perform Benny Hill/Stalling fight.
- Engineers and combat engineers' roadbuilding speed are increase.
- Engineers ability "Disrupt" and Combat Engineers' "Flame Blade" charge ability could not be countered.
- Hydra, Earth Elemental, Sacred Ancient nolonger appear on rampaging monster stack.
- Lesser and Great Chaos Lord gain 5 heads with HP split between each heads but lose 2/3 melee and fire breath, and 3/4 range attack strength per figure.
- Sacred Ancient gains "Natural Force" (generates 7 powers) and could be utilized by wizard if he could pet it.
- Great Chaos/Gaia/Aether Lords gain primal force.
- All spells casted by Great Aether Lord could not be countered.
- Master Engineer hero gains long range, spell charge change from flame bladex3 to Construct Catapultx1 and ability could not be countered.
- Centurion hero "Discipline" charges ability could not be countered.
- Warmaster hero's "Bloodlust" charges ability could not be countered.
- Sagittarius hero's "Heroism" charges ability could not be countered.
- Fix Steelbreaker hero's portrait to be more clear
Spell and Ability change:
- Dispeling Wave's research cost change from 1920 to 1800 RP.
- Phantom Beast's research cost change from 2140 to 1920 RP.
- Magocracy's research cost change from 1600 to 2140 RP.
- Construct Catapult coming back as arcane hero ability (wizard and caster creature could not cast unless it is arcane creature which currently has no caster) for Master Engineer hero.
Other balance change:
- Roadbuilding time increase across the board so now it need a lot of time for pioneers to build proper road compare to engineers and combat engineers.
Change log version 1.4.9:
Units:
- Now all engineers build twice faster, requires additional university, cost increase to 60, upkeep increase to 2
- Pioneers cost increase to 50 and require additional fighter guild to train.
- Antlions lose first strike but gain +1 defense
- Maiden Queens cost increases to 200 production and upkeep increase to 5
- Guardian Spirit loses purify
- Unicorns lose first strike but gain purify
Spell:
- "Nature's Witness" loses unit stat effect (move to new spell) but cost reduce to 35 and upkeep reduce to 0
- "Survival Instinct" loses power to resistance stat effect (move to new spell)
- "Fairy Dust" now become creature-casting only
- Add new common nature spell "Survival the Fittest" which contain normal unit effect moving from "Nature's Witness" and resistance from power part from "Survival Instinct"
- Nature Common spells has some research cost readjustment
- New combat info icon for "Dance of Death"
- Sprankle from Drain power animation change to red color to match color of power icon
Others:
- Chaos node now give 10% production bonus
- All spells now have additional artwork in help scrolls
Change log version 1.4.8:
Important:
- UnitCalc and UnitCalcPre script get optimized to reduce loading and processing time.
- Due to extensive change that occur below, it nolonger savegame compatible with previous version, so start new game is recommended.
Heroes:
- 7 new heroes have been adapted and added from works by Slinger included the Warmaster, the Gambler, the Dreamwalker, the Steelbreaker, the Grand Inquisitor, the Crone, and the Sagittarius
- Heroes nolonger has racial prefix
- The Barbarian hero change to the Berserker, get -1 attack, +1 defense, have two weapon artifact slot but nolonger has armor slot.
- The Bronze Sentinel Monk hero now called The Bronze Sentinel
- The Elven Archer hero now called the Arcane Archer
- The Chaos Warrior hero now called the Everchosen (Warhammer's reference)
- The Chosen hero now called the Avatar
Units:
- Slots of units below 200 now restore to units from unmodded version of CoM2 to restore their hardcoded effects
- Slot which previously occupied by Water Elemental now using by Catapult like it was in CoM2
- Slot of Gugalannas and Manticores are swapped in order for Manticores to back to its unmodded slot
- Slot of Ethereal Knight and Paladins are swapped in order for Paladins to back to its unmodded slot
- Slot of Killer Wasp and Sprites are swapped in order for Sprites to back to its unmodded slot
- Slot of Cloud Giant and Storm Giant are swapped in order for Storm Giant to back to its unmodded slot
- Slot which previously occuiped by Coatl now using by Water elemental like it was in CoM2 with Coatl move to slot that used to occupied by catapult in previous version.
Spells:
- Flame Blade now could buff all non-magic ranged attack of normal units.
- Chaos Rift's chance for suffer from warp creature now reduced from 20% to 10%
- Altar of Battle's casting cost change from 300 to 275
- Range attack penalty from Eternal Night rename from poor sight to poor vision and given immediately to all non-death, non-undead units as long as Eternal Night still exist in play and would be removed once last copy of Eternal Night was disjuncted
- Dance of Death nolonger randomly given jinx upon normal unit created.
- Blaze of Glory nolonger give first strike but give thrown attack power equal to previous range attack power and unit lose all ammo upon enchanted.
Items:
- Life realm get new item power "Zeal" which give first strike and negate first strike on hero
- Insulation item power is now also giving cold immunity
- Vampiric item power is now give life steal -5 along with create undead damage
- Mystic Power is now nolonger shared slot with Lion Heart so it could stack with Lion Heart unit enchantment
- Precreated items have their ability changes to fit with change in item power
Others:
- Number of strong lairs increase
- Number of minimum pick rewards from lairs increase by 2
- Now reward from lair require much higher minimum budget so reward would be much better in difficult lairs
- new grid color from RN_Jesus
Change log version 1.4.7
Units and Heroes
- New unit: Valkyries, life realm rare creatures, flying cavalry with +2 resistance for all, teleport, and 2 charges of Exaltation
- New unit: Sacred Ancient, nature realm uncommon combat summon creature, immobile tree with +2 resistance for all, and 4 charges of Fairy Dust
- New unit: Kraken, sorcery rare creatures, heavy armor creatures which could attack air in melee and highly resistance to range attack
- Dwarf hero change to Dwarven Master Engineer, loses constitution and armsmaster and -3 attack but gains logistic and guiding beacon, +6 rock ranged attack, 8 ammo, +1 defense, wall crusher, and 3 charges of flame blade.
- Dervish hero lose logistics but gain prayermater instead.
- Gladiators's thrown strength change from 4 to 5
- Longbowmen cost increase from 45 to 50
- Paladins cost decrease from 290 to 270
- Increase production priority of swordsmen, and bowmen
- Rampage cost of Night Stalker and Great Lizard are reduced
- Rampage cost of Great Lizard
Spells
- Now all realm has 12 uncommon tier and 14 rare tier spells
- New spell: Zeal, life uncommon combat unit enchantment, grant unit first strike and nagate first strike
- New spell: Spirit of Community, life uncommon global enchantment, grant all city +6 productions and all outpost's growth rate is double
- New spell: Heart of Solidarity, life rare global enchantment, eliminate racial unrest from caster wizard's cities
- New spell: Valkyries, life rare overland summon
- New spell: Venom, nature uncommon unit enchantment, grant unit poison attack +1 and poison immunity
- New spell: Sacred Ancient, nature uncommon combat summon
- New spell: Colossal Strength, nature rare unit enchantment, melee and non-magic range attack increase by 40%
- New spell: Hurricane, nature rare combat enchantment, all flying units lose flying and all range/thrown/breath to-hit -25%
- New spell: Mariner Mastery, sorcery uncommon global enchantment, all newly trained ship get +3 movement
- New spell: Magocracy, sorcery uncommon global enchantment, magic market and wizard's guild generate gold equal to power they generated.
- New spell: Kraken, sorcery rare overland summon
- New spell: Aether Sink, sorcery city curse, enchanted city power output reduced by 50%, base SP (before buff) of Monument, Linking Tower, and Amplify Tower reduced by 50%
- New spell: Insulation, chaos uncommon unit enchantment, grant unit fire immunity, cold immunity, and lightning resistance
- New spell: Blaze of Glory, chaos uncommon combat unit enchantment, grant unit first strike and doom damage but lose all base defense (not included defense from buff)
- New spell: Chaos' Blessing, chaos rare city enchantment, newly unit trained from enchanted city gains effect of chaos channel and could synergy with Doom Mastery and generate all 3 types of chaos channel on the same unit.
- New spell: Shadow Strike, death uncommon unit enchantment, grant unit thrown attack at strength 1/3 of melee strength
- New spell: Revenant, death uncommon combat unit enchantment, grant unit melee death touch 0 and regeneration 1 but unit permanently becomes undead
- New spell: Vampiricism, death very rare overland unit enchantment, unit becomes undead and gain bloodsucker and create undead.
- Zeal, Venom, Colossal Strength, Insulation, Blaze of Glory, and Shadow Strike could be appeared as part of effect of Mystic Surge.
- Nature Embrace lose ability to grant -1 unrest and +3 power through animist's guild
- Chaos Embrace nolonger have direct synergy with Doom Mastery due to introduction of Chaos' Blessing but double power generate to compensate
- Max population cap increase from Abundance reduced from +9 to +7
- Cloud Giant's research cost increase from 4000 to 4800
- Doom Mastery move to very rare, research cost increase from 4400 to 6666, research priority increase from 1030 to 1666
- Disintegrate returns as chaos rare spell with research cost decrease from 12000 to 6000 and research priority decrease from 1770 to 1270
- Warp Reality move to rare with research priority decrease from 1825 to 1225
- Reaper Slash returns as death rare spellwith research cost increase from 1280 to 2560 and research priority increase from 510 to 1020
- Summon Demon renames to Demon and move to rare with research cost decrease from 6000 to 4800 and research priority decrease from 1890 to 1390
- Inner Power casting cost increase from 390 to 600 and upkeep increase from 12 to 20
- Purity's research group change from high-tier unit enchantment to mid-tier unit enchantment
Item
- Death and Stoning could nolonger able to enchant on wand and staff
- +4 health cost reduce from 600 to 500
- +5 health cost reduce from 1200 to 850
- New item power: +6 health, cost 1300
- Mystic Power item power nolonger give unit aura and now could stacking with lionheart
- Vampiric item power how life steal -5 and make attack from hero create undead
Others
- Compatibility update to Caster of Magic for windows version 1.4.03
- Wizard would gain 12 uncommon spell have start with 9 books
- Update AIProd.cas
- Update AIRes.cas
- Death Touch and Stone Touch nolonger apply to magic range attack
- City names list updated and 60 names for each races
- New abilities: Zeal, Venom, Colossal Strength, Insulation, Blaze of Glory, Shadow Strike, Revenant, Mariner
- Grammar and syntax correction of descriptions
Change log version 1.4.6
- Compatibility update to Caster of Magic for windows version 1.4.02
- New item ability +4/+5 health
- Purity unit enchantment now have unit aura
- Simplified max population bonus of Abundance to +9 on top and will have least 18 max population capacity
- War Monk, Bronze Sentinel Monk, Amazon, Paladin, Black Knight, Chaos Warrior, Chosen heroes gain nagate first strike
- Doom Bat, Death Knight, Great Wyrm gain nagate first strike
Change log version 1.4.5
- Wizard who casted Darkest Hour nolonger get effect of other wizard's Darkest Hour on research and power
- Golden One hero changes to Bronze Sentinel with constitution and agility instead of 2 random ability
- Swordsman hero gains nagate first strike
- dark elf, high elf, halfling, and nomad gain new unit "pioneers" with ability to build and move faster than engineer but lose wall crushing ability and disrupt spell charge
Change log version 1.4.4
Difficulty setting change
- Rampaging monster total strength and highest cost cap scale by difficulty now lower
- AI gain +4 food bonus per city for each level of difficulty above normal.
Spell change
- Resurrection spell now move to arcane realm and become rare spell.
- Add new uncommon spell Purity for life realm (unit enchantment that would purged all other non-Life, non-permanent enchantment/effect from unit at start of every combat turn) replacing Resurrection.
- Bug fix: Spell cost effect of Evil Omen not working properly
- Bug fix: Dissolution not guerentee hit
Unit change
- Barbarian hero gains +1 movement
- Ranger hero's starting MP changes from 15 to 10, Melee attack changes from 7 to 6
- Amazon hero gains constitution, fame requirement changes from 40 to 30
- Golden One hero's starting melee attack changes from 10 to 9, fame requirement changes from 20 to 30
- Magician hero's starting resistance changes from 8 to 9, fame requirement changes from 40 to 30
- Witch hero's starting resistance changes from 5 to 6, MP gain per level changes from 5 to 6
- Illusionist hero's starting resistance changes from 6 to 8, starting HP changes from 10 to 12
- Swordsman hero's starting resistance changes from 6 to 7, melee attack changes from 10 to 11, defense changes from 7 to 8
- Sage hero's starting resistance changes from 6 to 7
- Bard hero's starting resistance changes from 6 to 7
- Healer hero's starting resistance changes from 8 to 9
- Huntress hero's starting resistance changes from 5 to 6
- Warrior Mage hero's starting resistance changes from 5 to 6
- Wind Mage hero's starting resistance changes from 5 to 7
- Rogue hero's starting resistance changes from 5 to 6
- Unknown hero's starting resistance changes from 8 to 9
- Priestess hero's starting resistance changes from 8 to 9
- Knight hero's starting resistance changes from 6 to 7
- Necromancer hero's starting resistance changes from 8 to 9
- Normal units nolonger require buildings that prerequisite to its required buildings
- Lair cost and rampage cost of ghouls is decreased.
- Lair cost of vampire is decreased
- Lair cost and rampage cost of ghost ship is increased
- Lair cost of lesser lords are increased
- Lair cost and rampage cost of great lords are greatly increased
\
Yo\
Sorry, I could not. currently I mod it based on moddable structure which open in CoM2. I have no skill to make such mod for DOS version.
Suppanut would have to become 'Seravy v2.0' to try and make Warlord changes to CoM1 lol. The whole reason Seravy made the standalone CoM2 was because hacking MoM to do CoM1 was such a difficult nightmare.
Yes\
FYI as the person who runs the discord community I'd like to point out that's not the case. Nearly every CoM fan has been using CoM2 since it's release as the majority of the community consider it superior to CoM1. Occasionally we'll get someone posting about CoM1 in the chat but the rest of us are using CoM2.