Huge map and hardcore gameplay modification with many kinds of magic arts. Transferred on Warband. NB: Check "Bugfix advice.txt" in MOD folder to prevent or fix problems.
v.0.9.4 - Large number of new Aura spells. Archmagic changes. Classic magic balance. Great number of bugfixes and performance changes.
1. Changed classic magic cooldowns in attempt to bring some performance. It was 4 ticks for all destructive spells and it is 3 for mystic blast, 4 for searing ray and 5 for crushing wave.
2. Reworked and fixed Classic' magic spell of Mind Fog. Now it is Word of Rage spell, which affects beings in 3 steps near caster with state of fighting with each other for 100 mana. Only opposite creatures are affected now (unlike modern magic).
3. Fixed bug with Secretary, which was replaced with Archmage Xcuyto. Added Archmage Vitaly the Racist to Arcane Order Hall. This scene is a bit more dwelled now.
4. After learning spells Secretary will not offer you to refresh knowledge of spells.
5. New description and pictures for classic magic' spells.
6. Instead of Ammunition restoration, classic magician background gives access to Stream of Life spell.
7. Cure and Mass Cure spells are replaced with Touch of Life and Stream of Life spells. They are reworked as a part of my Classic magic system (proficiency, cast time, cast cost, range, effect etc). Their description in magic reports is updated.
8. Fixed script of Elemental Aura (it worked, but printed warning).
9. Secretary now can teach you both healing and mental spells.
10. Now when AI is equipped with wands or sticks of classic magic (not rods), he will cast not destructive spells only, but something between touch of life and stream of life - aoe but short range healing.
11. Fixed bug when in bandit atack blood magic and Elemental aura didn't work.
12. Bandit leaders have got guarantee helmet to wear and loot after death.
13. Added 5 Blood Auras - enchantment of vampire clothes, which quite rarely and slightly damaging comparatively far staying opponents and heal caster for a very low percent of HP. Auras of blood manipulators works on higher distance and heal more HP her hit and more hp at maximum number of damaged opponents. Auras of judicators works on lower distance and heal less HP per damaged enemy but damage more opponents. These Auras requires from 3 to 6 levels of Magic of Flesh and Blood.
14. Due to this useful enchantment armor parameters of vampire clothes are weakened. Judicators still have heavier armor, then manipulators due to distance they are fighting on.
15. Added description for armor enchanted with Blood Auras.
16. Reworked description of skills - there are too much spells to count them in the character window.
17. New models of magic shields for wild mages. And transparent textures^) Not solid glob of fire now)
18. Added 5 Unstable Portal Auras - enchantment of portal mage clothes which often randomly teleport big number of close staying opponents a bit back. Armor of Time Lords teleport comparatively low number of opponents comparatively far instead.
19. Fixed expansion of Inner Legions. They again occupied 1 village more then should( Now Maplehurst belongs to Khanate, as it should.
20. Description of portal mages' armor is added.
21. Due to arriving of Auras defense parameters of portal mages' armor are decreased.
22. Added Blessing to robes of Holy mages. 1 time per 30 second they heal their owners.
23. Due to enchantment cost of holy mages' robes in gold is increased.
24. Fixed bug with archmagic which allows you to cast Storm spells without 10 level in Elemental magic.
25. Logic of Archmages and lord-mages is changed - now Archmages are dismounted again and, despite traditional casting by hit, they have 1 additional spell each 30 second. Affected staffs: elemental archmages', elemental wizards', lichs'. apostles', overlords'. You can not use this, but you are able to up magic skill of your companion and give him this staff.
WHY? Its easy. The engine forces archmages, which are leaders of their army, to move without firing when using battle tactic. They casting spells only when they are not leaders (not marshalls or main lords on battlefield) or when charging order is done. And this greatly decreases potential of an Archmage (which is main leader of battle). There is a first change in changes spree of Archmagic.
25. Due to performance reasons Searing Ray spell is replaced with Fire Burst spell. This one summons burst of fire in the target location or on the obtacles.
26. Due to very hard counter distance of AI' classic magic casting is decreased. It was 40 steps for Mystic Blast and Flame Burst and 50 steps for Wave and it is 25 steps for blast and burst and 30 steps for wave.
27. Due to performance reasons number of particles for Crushing Wave is decreased.
28. Robe of the Council have another, more atmospheric model.
29. Focus crown is moved down in attempt to see eyes of its wearer.
30. Casting spells adds smaller EXP. It is 50/100/150 for 3 ranks of trivial spells, 450 for highest rank spell, and doubled number for spell which can be casted a few times per battle (f.e. angel calling - 450*2=900, telekinetic ballet - 150*2=300). Description is updated.
31. ADDED IN 0.9.3 AFTER RELEASE - fixed bug when Legendary Mentors' owners released more then 1 spell per cast.
32. Lord-mages which are logically rangers have got tf_guarantee_ranged flag. They are taking all weapon all ways, but with this flag they are acting as archers and mage after released battle tactic. As well as mages this flag took all high councilors and all lords of rhodoks.