Warlord mod version 1.5.0 is released with new installation protocol using internal loading mechanism made by Seravy. Please thanks Seravy for allow this mod to exist.
https://www.moddb.com/mods/caster-of-mag...com2-10500
NOTE: INSTALLATION METHOD IS CHANGED FROM VERSION 1.4.X, PLEASE READ HOW TO INSTALL BELOW.
How to install:
1) Unpack "CoM2ModWarlord1.5.0.7z" into "...\Master of Magic Caster Windows\Mods" folder.
2) Run caster of magic for windows until reach main menu.
3) Choose "Load Mod" option on the lower right corner.
4) 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.)
5) Once process is completed, game will automatically exit.
6) 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.
Change Logs:
Version 1.5.0
Game difficulty settings have been adjusted:
• Easy and beginner difficulties do not penalize AI resources. Instead, player is rewarded with 25 and 50 starting power in capital city and +5 and +10 fixed production bonuses in all human cities.
• Enemy Wizards gain stronger production bonuses at 'advanced' (110%->115%), expert (120% → 130%)
• Hardest 3 difficulties do not reward AI resources as much with only Phantasm (highest difficulty setting) showing significant AI boosts relative to expert difficulty.
• Instead, hardest 4 difficulties handicaps player cities with extra unrest (+5%,10%,15%,20%) and a reduction of (0%,10%,20%,25%) for food, production, gold, and research in player cities.
AI
• Enemy wizards far less likely to rush-buy buildings, especially advanced buildings which 'Caster of Magic' taught players to use their gold to rush-buy wizard guild, amplifying tower, and linking towers as a top priority.
• Therefore, enemy wizards will save the gold for needs such as army maintenance.
• AI more likely to cast sanctify
• AI bug of not building Xuanyuan settler fixed
• Enemy wizards retort selection based on what books they pick.
Race:
- New myrror race introduced Rakhshasa! See race section for more details.
- New arcanus race introduced Hawkmen! See race section for more details.
• Nomad cities receive ¼ max population per desert tile in their vicinity
• Troll cities receive ¼ max population per tundra tile in their vicinity
• Lizardmen cities receive ¼ max population per swamp tile in their vicinity
Cities
• Trade bonus is now capped at 2% per pop (from 3%), reducing income from roads. This is an indirect buff to nomads.
• Dock and shipyard now grants 1 food per coast, ocean, rivermouth tile (instead of a flat +4 food)
• New building: fortification 600/5 cost – requires mechanician guild and wall – All units inside city walls gain 'large shield' effect (+3 extra armor against ranged attacks, spells) city in combat is surrounded by ocean tiles, thus impassable unless water walking, non-corporeal, or flying. In auto-combat, it grants +4 armor instead.
Spells
• Larger land sizes have a cost modifier to global-type spells (increase) and a small cost modifier to localized spells such as unit/city enchantments (decrease)
• NEW Aether Surge – Sorcery combat global – Rare Tier – Cost 60 - All caster's units in combat gain +10 casting skill, this includes units which originally does not have casting MP. Each turn current MP would have MP replenish at rate 5 MP per turn until the end of combat.
• Teleport spell no longer researchable
• Fiery fury no longer grants fire breath to enchanted fantastic unit, just first strike and change to chaos.
• Rust spell now also disables 'large shield' (but only for duration of combat)
• Sanctify, if cast on a 'cleric' unit, grants +2 spellcasting skill per base resistance of enchanted unit, and turns the unit into a life fantastic creature, with access to all life spells.
• Sanctify now costs 60/2 (from 50/1)
• State of Rot clarified that units that engaged in combat remain with 'healing immunity' until the end of the overland turn.
• All damage spells except ability immolation have 60% hit chance (from 30%) but strength generally halved rounded up with a few exceptions for low-strength attacks.
• Lightning Storm now costs 65
• Chaos embrace also allows boosts warp creature, when successful, to grant all 3 effects.
• Prayer, if stacked with High Prayer, grants +1 attack, armor, and resistance (to-hit and to-defend do not stack)
• Divine Order no longer affects cost of disjunction (was accidentally affected)
• Lightning bolt now costs 24 (from 25), can be accessed by ultra-elite caster 20 units.
• Corrosive blast now costs 29 (from 32)
• Apotheosis now costs 360, 10 upk, research cost of 12000, removes 'no healing' from undead units, and grants 'supernatural' trait
• Ruler of Heaven now has research cost of 14000
• High Prayer now has research cost of 15000
• Chaos Blessing now grants Warp Reality to defending city, offering strong protection. Spell cost was increased to 200/5
• State of Rot no longer penalizes enemy units with -5% to defend. Instead, State of Rot heals your undead units outside of combat by 3hp per turn.
• Mariner Mastery now grants the +2 movement to sailing and floating island permanently rather than while spell is active (helps with end turn wait)
Wizards:
• Omniscient renamed to Procurator. Its formula reduced from 10+4X to 7+3X (meaning, 1 book=10%)
• Procurator contains a minor bonus of reducing non-capital 'indirect control penalty' by a quarter.
• Procurator also reduces banished wizard city penalties by a quarter.
Units:
• Most halberdier-type units from armory guild cost 5 more but have +1 armor.
• Xuanyuan generic units no longer have a cost discount.
• Xuanyuan elixir alchemist, auto-crossbowman, dragon guard, dragon horses cost slightly more
• Units and heroes with 'healer' and 'pact exemption' gain a 'cleric' icon, used for Sanctify
• Xuanyuan dragon ship has improved sprites.
• Xuanyuan sky lantern moved to Hawkmen
• Wasps no longer have forester
• Hell hounds gain mountaineer
• Vampire renamed to vampire lord
• Cloud giant now has 8 upkeep (from 5)
• Coatl caster points reduced to 13 (from 15) and poison reduced to 2 (from 3).
• Beastmen Gugalanna now has 1 poison (from 3) per figure, stoning gaze -1 (buffed from 0), costs 290 (from 280)
• Manticore is no longer a fantastic unit (see Rakhshasa), buffed significantly.
Other
• Game text fixes
• no longer displaying 'disoriented' warp reality icon on unit from chaos blessing
• Some unit sprites and other graphics reworked
• Coliseum recolored
• Tundra terrain has a small chance of having wild game