(This is reupload with bug fix.)
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.
This one is for community version of Caster of Magic for Windows 1.05.04 as released by creator (Seravy) through Realm Beyond Forum.
This version of Warlord mod is for Caster of Magic for Windows version 1.05.04 as released by its creator (Seravy) through Realm Beyond Forum.
How to install:
1) Uninstall/unload old version of mod (see below)****
2) Rename "Master of Magic Caster Windows" folder to "Master of Magic Caster Windows 1.5.4"
3) Patch Caster of Magic for Windows to version 1.05.03 and following by patch version 1.05.04 to game in prepared folder "Master of Magic Caster Windows 1.5.4". Due to Slitherine nolonger support the game, patch could be found here at. Realmsbeyond.net
4) Unpack "CoM2ModWarlord1.5.4.1.7z" into "...\Master of Magic Caster Windows 1.5.4\Mods" folder.
5) Run caster of magic for windows until reach main menu.
6) Choose "Load Mod" option on the lower right corner.
7) 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.)
8) Once process is completed, game will automatically exit.
9) 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.
Special Thanks to:
Zitro1987 – Units and combat balances
Anskiy/DevAnj – Playtester, feedback
Slingers – Optimization method, Hanger, Brewery, Academy, Idol of the Heavenly Bull, Dragon Mound, Altar of Storm, Caravanserai, Land Drake, Arch Liches, Simurgh, Wrag, the Planewalker, the Sagittarius, the Crone, the Warmaster, the Grand Inquisitor, the Steelbreaker, the Dreamwalker, the Gambler
Mewcatus – Optimization method, detect fortress location script
Demian – Pool of Repentance, Frost Club Hall
Wings of Memory – Hadriex wizard set, Sea Serpent
Change log Version 1.5.4.1
Units:
- Bug fix: Holy Mother does not have highwind walking as mercenary.
- Pegasi is renamed to Pegasus Riders for sake of nomenclature uniformity
- Griffins is renamed to Griffin Riders for sake of nomenclature uniformity
- Phantom Warrior is renamed to Phantom warriors
- The King of the Deep hero is renamed to the Sea Lord hero
- New ability: Install Trap, laid trap on the combat tile that deal 10 damage to any units step on that tile once. Trap Installers are immune to this ability.
- New ability: Trap Immunity, unit would not trigger trap in combat
- New ability: Caravan Logistic, unit gains additional +2 overland movement point
- The Huntress hero gains 3 charges of install trap ability
- The Ranger hero gains 2 charges of install trap ability
- High Elf’s rangers unit gains 2 charges of install trap ability
- Gnoll’s hunters unit gains 1 charges of install trap ability
- Heroes now gain +5% To-Hit at level 3, 5, 7, 9 instead of level 4, 6, 8, 9
- The Healer hero now starts with Mass Healing spell instead of Dispel Magic spell
- Hawkman Settlers unit losses First Strike.
- Now there is perk notification appear if unit fight on their favorable terrain
- New unit: Wargs, unsummonable common nature creature
- New unit: Cloud Elephant, unsummonable very rare sorcery creature
- New unit: Land Drake, unsummonable rare chaos creature
- New unit: Simurgh, unsummonable rare life creature
- New unit: Arch Liches, unsummonable rare death creature
- New unit: Sea Serpent. Unsummonable very rare arcane creature
- All units now have their lore descriptions
- Now Galley has 4 movement point and requires Shipyard instead of Dock and nolonger need Armory
- Now Longship requires Shipyard instead of Dock
- Now Carrack requires Dock instead of just coast
- Now all units that does not have spell charge defending city gains disrupt in combat
- New ranged type: rocket missile, count as heavy physical ranged attack.
- Number of Figure of the unit will now display on display ability
- Squires get innate Caravan Logistic perk
Cities:
- Bug fix: lag in city far north and far south due to script in loop.
- Split building Dock and Shipyard into two buildings
- New building: Hangar, requirement for mechanical flying units (Hawkman and Draconian only)
- New building: Brewery, convert food equal to 50% of maximum population, and 75% if city also has dock, into gold at rate 3 gold per food (raider races and dwarf only)
- New building: Lava Smelter, Dwarf’s unique building, increases grade of magic weapon by 1 level, generate 15 power, and grant wall of fire in combat, but requires mountain or hill tile
- New building: Tree of Life, High Elf’s unique building, +100 population growth, generate food equal to max population, reduce final unrest level by 50%, and all defending units get regeneration at least 0 in combat
- New building: Caravanserai, Nomad unique building, generate gold by percentage equal to base trade bonus (not include nomad racial trade bonus) and all newly trained units gain +2 overland movement point but requires desert tile
- New building: Undercity Hive Network, klackon unique building, An Undercity Hive Network is a underground settlement and tunnels networks right below the city of the Klackons. The city could support 30% more population but also give +1 unrest and defending units could move quickly by underground tunnels.
- New building: Baray, Lizardman unique building, generates gold equal to city capacity, -2 unrest, and +100 population growth. In combat, city area become water and all friendly units gain waterwalking. This requires river tile.
- New building: Hillfort, surround city with impassable cliff face, could be built by barbarian, gnoll, troll, hawkman
- New building: Warlord’s Hold, double garrison effect and -25% unit cost, could be built by barbarian, gnoll, troll
- New building: Witches’ Convent, generate 4 religious power and curse enemy in combat, could be built by barbarian, gnoll, orc, troll, and hawkman
- New building: Academy, Halfling and High Man unique buildings
- New building: Military Workshop, Xuanyuan unique building, All newly trained units get +2 physical ranged, +2 fire breathe, +2 thrown if units have those type of attack and +1 poison attack. If units have small physical ranged projectile, their projectiles change to gunpowder-infused missile (heavy physical ranged) instead. This requires river tile.
- New building: Idol of Heavenly Bull, Beastman’s unique building, Each worker unit generate 1 food and could get bonus from Animist's Guild. All new units train from the city get 25% additional hitpoint but not less than 1. This requires desert tile.
- New building: Tree of Magic: Dark Elf’s unique building, all newly trained units gain MP equal to base magic ranged attack plus base resistance, and all magic ranged units gain +2 ammo. This requires forest tile.
- New building: Pool of Repentance, Rakhshasa’s unique building, generates 1 production for each farmers unit, -3 unrest as religious building, and new units from the city gain +1 armor and +1 resistance. This requires forest tile.
- New building: Dragon Mound, Draconian’s unique building, newly trained unit from the city gain +2 Fire Breathe and +1 Armor. Mother drake's hoard also serve as additional bank too. This requires hill or mountain tile.
- New building: Altar of Storm, Babarian’s unique building, generates 8 power, grant Lightning Storm combat enchantment in city combat, and throwing attack of newly trained units in the city convert to lightning breath. This requires shore.
- New building: Ludus Agoge, Orc’s unique building, generates 15 research, all newly trained units from the city except Legionary gain +1 Attack, Resistance, and Health Point. If the unit is Legionary, gains +1 movement point instead. This requires desert tile.
- New building: Altar of the Sun, Hawkmen’s unique building, generates 8 power, grant High Prayer combat enchantment in city combat, +100 population growth, and all newly trained units from the city gain +1 Figure. This requires hill or mountain tile.
- New building: Altar of the Moon, Gnoll’s unique building, generates 8 power, enemy units get powerful curse at the beginning of combat, and all newly trained units from the city gain Poison Immunity. If the unit is Hunter, gains +2 ranged attack and poison damage. If the unit is Witchdoctor, gains +2 ranged attack and Lifesteal -1 replaced original poison damage. This requires swamp tile.
- New building: Frost Club Hall, Troll’s unique building, War Mammoths newly trained in the city gain Regeneration 1. The rest of Troll units has their regeneration double. This requires tundra tile.
- Optimize AIBuilding script
- Optimize AIProd script
- Lizardman now could build Dock
- Barbarian now could not build Monastery anymore.
- Hawkman now could not build City Wall anymore
- Defending side of city with wall, if unit does not have spell charge, now they start combat with a charge of Disrupt
Spells:
- Bug fix: Confusion spell is default common sorcery pick
- Bug fix: Vertigo spell is default uncommon sorcery pick
- Fairy Dust damage increase from 4 to 6 but To-Hit chance back to normal
- Blizzard damage increase from 8 to 12 but To-Hit chance back to normal
- Fireball damage increase from 7 to 14 but To-Hit chance back to normal
- Fire Storm damage increase from 7 to 14 but To-Hit chance back to normal
- Meteor Storm damage increase from 4 to 6 but To-Hit chance back to normal
- Corrosive blast spell now get their own animation
- Vampiricism spell is renamed to Vampirism
- New combat enchantment: Freezing Rain, every turn opponent units suffer 4 cold damage and 33% chance to be frozen unless unit has cold immunity or non-corporeal or immolation, this spell could not be learned by wizard.
- Chaos Rift’s lightning is now dealing 9 damage at 30% to-hit instead of 6 damage at 60% to-hit previously.
Others:
- Hermes is replaced by Hadriex (2 Nature, 2 Sorcery, 2 Chaos, 2 Life, 2 Death, Procurator-Archmage) with UI and diplomacy music of their own.
- Druk’gyalpo losses 1 Chaos book but gains Sage Master retort in return
- Jafar losses Sage Master and Archmage retort but gains Alchemist retort in return
- New item power: Stormbringer, start combat with lightning storm, hurricane, and freezing rain casted and all friendly units in stack gain cold immunity and lord of storm in combat
- New item powers now have proper ai creation priority setting.
- Mystic Power item power now has ai priority setting at 120
- Zeal item power now has ai priority setting at 120
- Healing Aura item power now has ai priority setting at 100
- Binder item power now has ai priority setting at 140
- Sacred item power now has ai priority setting at 180
- Colossal Power item power now has ai priority setting at 140
- Chaos conduit item power now has ai priority setting at 180
- Plague Lord item power now has ai priority setting at 180
- Chaos Channels’s fire breath now stacking with innate fire breath
- Script optimization to make game run faster
- Battle on hill terrain now contains some rocky tiles to add more tactical advantage for Mountaineer
- Help description/text format update, grammatical correction and more UX added
- Improves detail of combat display info
- Additional quality of life update in description
- Optimize createunit script