Caster of Magic Warlord mod adds a lot to the game, slowing down end turn waiting times considerably, particularly in larger games. Warlord Lite preserves the vast majority of the additions from Warlord mod. It however strategically removes or adjust a few of these with end turn wait time as a top priority, reducing end turn wait times by 60%-85% depending on game size. The game also aims to reduce overall unit spam. Also check out full Warlord Mod by Author Suppanut4625 within the CoM Warlord moddb page. For more information, run launcher, select Warlord Lite, and click 'manual' button within launcher.
We provide launcher files to preserve Caster of Magic for Windows unmodded as an option. Note that these instructions assume Regular Warlords mod is installed and therefore will result in an additional slot (non-patched Master of Magic and caster non-windows DLC) being used. 1) create folder "Master of Magic Caster Windows Warlord Lite" in Master of Magic folder 2) copy all content from "Master of Magic Caster Windows" to "Master of Magic Caster Windows Warlord Lite" (Requires fresh copy of all content from CoM II's latest version) 3) extract content from from Warlord Lite zip compressed file into Master of Magic folder (overwrite all file in "Master of Magic Windows Warlord Lite" as well as Multi.config outside) 4) You may launch from launcher, select this mod (second of the 4 options), start game Note: these are the same instructions as the full Warlord mod installation (instructions shown in this video Youtube.com), but with a different folder name.
Warlord Lite Changes in Detail (from Warlord Mod)
Tactician simplified – the +2 to hero stats is restored (though armor is only +1 in battle). All units (not just terain-favorable) standing in tree, swamp, and rock tiles gain 2 armor, negate FS, and 5% to hit. However, when standing anywhere else, the +1 armor from Caster of Magic is removed. Basically retort instead of giving you a consistent +1 armor bonus, it either gives nothing or a lot more depending on unit placement. Still fun!
Benefactor no longer grants the hero stat bonuses – it is relatively strong anyways thanks to now starting with 'heroic heart' and earlier mercenaries
Each realm has 10-11-15-12 spells in order of rarity (from 10-12-16-12), removing 10 spells
When adding books and having 10 spells of an uncommon or rare tier, the next step grants 11 instead of 12.
Books 8, 9, and 10 of a type ultimately gives you 1 more starting common than before.
Chaos common Rust changed back to Caster of Magic 'shatter' and new Shatter removed. However, new shatter also removes magic weaponry permanently, costs 1 more.
True Light removed. Discipline comes back in game, albeit as a combat-only spell yet granting +1 move in combat.
Removed 'Venom', 'Zeal' 'Blaze of Glory', 'Purity',' Shadow Strike', 'Revenant', 'Mariner Mastery', 'Transmute Equipment', 'Teleport', 'Inner Power' , 'Angelic Guardians'
Resurrection moved back to life uncommon (from arcane)
Insulation reworked to be a global enchantment that grants all your units 'lightning resistance', assisting Chaos at attacking capital cities. Note: resistance simply removes armor-piercing effect.
Blazing Eyes restored, with effects from Chaos Embrace moved to Rare
Reaper Slash moved to Uncommon-tier, same as Caster of Magic
Sanctify, Bless, Blood Lust, Focus Magic, Nature Link, and Flame Blade unit buffs restored to Caster of Magic version
Invisibility no longer grants 'stealth' programmatically
Vampiricism simplified, moved to rare, only grants create undead trait.
Kraken loses stealth overland when in ocean (very resource intensive)
Mystic Surge does not provide removed buff effects anymore
Combat rare spell beat of Swiftness simplified - +2 move to all units during combat.
Combat spell Temporal Twist simplified - -1 move (minimum of 1), removes first strike, negate, teleport, and merging.
Soul Flay simplified – reduces 3 armor per level of experience instead of a mix of stats and costs 41.
Zombie Mastery simplified – reduced cost and only 'zombie' units gain +1 to melee, armor, resistance.
State of Rot rare global enchantment moved to a very rare combat enchantment that costs 70 and reduces enemy units 'to defend' by 15%. Also units with regeneration lose regeneration in combat.
Eternal Night no longer gives 'poor sight' effects in combat.
Dance of Death no longer gives 'misfortune' to random units in combat.
Some item powers removed, but 'create undead' and +6hp stayed.
Food economy redesigned to be 80%-90% as prevalent as Caster of Magic, reducing unit spam
However, each wizard has 2 additional starting food income (compensating for the 4 starting units)
Enemy slightly less likely to produce cheaper low-to-mid tier units, reducing unit spam.
Many economy buildings cheaper to produce, to balance the food economy reduction and tilt the benefit to cost ratio of mid-late game economy buildings over military units (the latter getting more and more beneficial the later game goes on). This also reduces unit spam.
Some armory units gain +1 armor, +1 resist, +1 upkeep, and +15 cost … bringing them closer to Caster of Magic level and reducing unit spam.
Lizard riders no longer require armory – slight buff to lizardmen.
Monsters and raiders appear a few turns later and progress 5% slower, to compensate for slightly slower city development early in game.
Version 1.0.5a emergency fix
Inquisition and Chaos Embrace may interact via circular logic, potentially crash or becoming super overpowered. Restricted one side. Alchemist guild was not providing the +2 research of Warlord Mod Bug: Fairy dust was getting countered in nature nodes
Version 1.0.5
Added 1 rare spell back per realm, with 15 slots, from 14 in previous version (but is 16 slots in Warlord)
I finally standardized research costs of uncommon-tier and rare-tier spells after the 3 spells per realm removals from version 1.0.0.
Restored Aether Sink
Restored Inquisition
Restored Hurricane
Gorgon no longer has caster 40, but has 2 charges of petrify and 1 more hp per figure (too much synergy around hurricane)
Separated out Chaos Embrace power from unrest/coliseum effects into its own rare global enchantment called Chaos Embrace
Blazing Eyes restored
Restored Resurrection as a Life uncommon spell (from arcane rare)
Removed Zeal – reducing script and end turn waits
Nightmare changed from having caster 20 to having a spell charge of Terror (this change will be in Warlord mod as well)
All spearmen back to being identical to Warlord mod – initial change was not needed
Vampiricism partially restored, moved to rare-tier and only grants the create undead trait. Item power also grants create undead trait.
Reduced research cost of Death knights by 2000
Increased research cost of State of Rot by 2000
Added colossal strength and vampiricism (and removed zeal) as a possible effect of mystic surge
Some text fixes
Fixes to Abundance (will also apply to Warlord)
Monsters and raiders appear a few turns later and progress 5% slower, to compensate for slightly slower city development early in game.