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 1.4.15 of submod of Caster of Magic for Windows expansion of Master of Magic Classic version 1.4.5.
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 1.4.05.)
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 1.4.15
Spells:
- Tree of Knowledge costs 250 (-150) but research cost is 2000 (+200)
- Corruption costs 30 (from 40) to balance out the higher prevalence of purifying units and being able to move them around faster with roads.
- New chaos common spell that replaces shatter - “rust” which at a resistance modifier of -5 can remove magic weapons permanently. If cast on a unit without magic weapons and unit fails resistance modifier, it loses half its attack rating
- New chaos rare spell (16th spell) – Shatter cost 20 – now can target creatures, affects all attack types, and comes with modifier -5
- New sorcery rare spell (16th spell) -Temporal Twist (cost 40) – combat global enchantment – all enemy units lose 1 movement, teleport, first strike, and negate first strike. If unit is fantastic, it loses an additional movement point.
- New nature rare spell (16th spell) – Transmute Equipment Cost 90 – unit special - gives adamantium and orihalcon to a normal unit or a hero. Not an enchantment, thus cannot be dispelled.
- New Life rare spell (16th spell) – Inquisition – penalizes religious centers (for religious power beyond 6, each additional point reduces research by 3 and adds ½ unrest)
- Reaper Slash returns as a rare spell with low research cost – death does not specialize in direct damage, but at least it has 1 decent option to do so.
- State of Rot expanded to also affect enemy death units as long as they are not undead.
- Hell Hounds cost 48 (from 55), intended to be a superior common-tier summon like in original MoM
- Magic Immunity now costs 45 to cast in combat
- Djinn now costs 395/10 (from 375/9) but comes with caster 40 (from 35)
- Efreet now has caster 39 (from 40) (edited)
Building:
- Monument no longer has building prerequisites (used to require magic market + library). Dwarves (who have no access to magic market) still can't build it
Units:
- Griffin now cost 260 (from 280) to recruit
- Werewolves, Coatl, Sacred Ancient, and unicorns gain forester
- Manticore, Chimera, Great Drake, Sky Drake, Storm Giant, Thunderbird gain mountaineer
AI:
- True Light prioritized less by AI, partly due to AI not always using spell correctly.
Other:
- Combat terrain in forest/nature nodes has less 55% of rough terrain (from 95% and 35% respectively) while mountain and volcano increased to have 35% of rough terrain (from 8%).
- Tactician redesigned:
The wizard has skill maneuvering troops in battlefield. In combat, all units controlled by wizard gain +1 defense. If combat occurs on unit's favorable terrain, it gains +1 movement point. If unit stays on its favorable combat tile, it gains first strike and +2 defense.
Units with "Forester" favor overland forest terrain and Combat tile woodland.
Units with "Mountaineer" favor overland hill/mountain/volcano terrain and combat tile rock/mountain.
Units with "Waterwalking" favor overland swamp/tundra/river terrain and combat tile swamp/tundra.
Units with "Pathfinding" are counted as have both "Forester" and "Mountaineer".
Tactician is mutually exclusive with Warlord.
Additionally, teleporting units gain first strike and non-corporeal units gain negate first strike.