Warlord mod version 1.3.5 is released on link below
https://www.mediafire.com/file/hhkqj14y0....5.7z/file
Change included...
Building Changes:
- New buildings, Armory, as intemediate between smithy and both Barracks and Fighter's Guilds
- New buildings, Temple, as replacement of Cathedral for non-Tolkienish's freepeople race, generate 4 power and -1 unrest, both could be scale by wild games, nightshade, and orihalcon
- Cathedral cost increase to 500 and gain double initial bonus of both unrest reduction and power but lose ability to scale with nightshade
- Builder Hall rename to Town Hall with new sprite
- Animist's guild effect now separated from Halfling effect
- Barrack costs reduce to 200 and gain new sprite
- Fighter's Guild costs reduce to 200 and gain new sprite
- War College now requires Fighter's Guild and gain new sprite
- Maritime Guild now requires Tree of Knowledge
- University sprite now replacing Library instead of Town Hall in city view
- Sage's Guild sprite now replacing University instead of Library in city view
- Mechanician's Guild sprites replacing Miner's Guild in city view
- New sprite for Monastery
- Colosseum renames to Coliseum
- Fix issue of coastal building not touch the sea in city view.
- Mill generates 1 more production
- Barbarian gain access to university but not Bank, Merchant's Guild, Mechanician's Guild, Alchemist's Guild
- Beastman, Dark Elf, Nomad, Orcs lose access to Cathedral but gain access to Temple
- Gnoll, Troll gain access to Town Hall but not university, monastery
- Halfling gain access of Animist's guild
- Building descriptions update
Nature Spell Changes:
- Nature'e Eye change to Nature's Witness with additional effect +1 attack to unit recruit in city if city access to coal, +1 defense if city access to iron, +1 ranged and forester if city access to wild game, +1 resistance if city access to nightshade, and gain -1 unrest and +3 power if city access to nightshade, upkeep change to 1
- Survial Instinct gain additional effect of unit recruit from city gain +1 resistance for each 10 base power generated by mineral, and gain +3/5/7% to-defend for each silver/gold/gem mineral access by city
- Call the Wild change to Nature Embrace with additional effect of +20 pop growth in every city, Animist's Guild -1 unrest and +3 power and counted as religious building, unit recruit from city with Animist's Guild gain free Resist Elements enchanted on it
- Planetary Mastery has additional effect double mineral gold and power bonus and could stack with bonus from Miner's Guild and Dwarven miners, upkeep increase to 30
- Fairy Ring has additional effect of add 10 overland casting skill and +1 casting skill for each Animist's Guild under control
- Call Lightning renames to Lighting Storm and damage per strike increase to 12
- Giant Spiders research cost increase to 960
- Earth Elemental research cost decrease to 4000 and trade value decrease to 28
- Regeneration research cost decrease to 8000
- Nature Embrace research cost increase to 5600 and trade value increase to 33
- Fairy Ring research cost decrease to 12000 and trade value decrease to 40
- Planetary Mastery research cost increase to 18000 and trade value increase to 50
Sorcery Spell Changes:
- Aether Binding upkeep increase to 40
Chaos Spell changes:
- Chaos Rift gains 30% chance to curse unit recruit in city with 1 of 3 Warp Creature effect permanently.
- Gargoyles research cost increase to 640
- Corrosive Blast damage increase to 40
Death Spell Changes:
- Dance of Death gains 13% chance to curse enemy unit upon creation with Jinx, upkeep increase to 17, gain new picture
- Dance of Death changes to rare level, casting cost change to 444, research cost increase to 4400, trade value increase to 34
- Warp Node changes to uncommon level, research cost decrease to 1920 and trade value decrease to 23
- Lycanthropy research cost increase to 800
- Cloud of Shadow research cost increase to 5600
- Zombie Mastery research cost decrease to 3200 and trade value decrease to 28
- Drought research cost decrease to 3600
- Vampire research cost decrease to 4000
Unit Change:
- Centurion hero spell charge change from Disrupt to Discipline and charge increase to 3
- High Men Priest changes to Inquisitors, ranged attack increase to 5, exorise touch with save +1, figure reduce to 4, cost increase to 120, requires Cathedral
- Arquebusiers gain ranged attack 3, ammo 4, cost increase to 60
- Musketeers thrown attack increase to 9, ranged attack increase to 5
- Arquebusiers and Musketeers ranged attack change to pebble, could be block by missile immunity
- Galley, Slingers now requires Armory instead of Figher's Guild
- Halberdiers, Hoplites, Pikemen, Marines, Kardakes, Arquebusiers now requires Armory instead of Barracks
- Adepts, Magister, Steam Cannon, Druids, Griffins, Rocs, Squires, Mantises, Marauders, Shieldbearers, Reptile Riders, Huskarls now require Armory instead of Smithy
- Wolf Riders, Cavalry now additionally requires Smithy
- Crusaders now requires Monastery instead of Shrine
- Priests now requires Temple instead of Cathedral
- Hell Hounds' fire breath changes to 3
- Ghouls's ranged attack change to 3
- Guardian Spirit's defense change to 5, gain purify and healer
- War Bear atttack increase to 9, HP increase to 8, figure decrease to 2
- Wasp attack reduces to 2, defense reduce to 7, to-hit increase to 40
- Naga attack reduces to 4, HP reduces to 4
- Manticore lose weapon immunity
- Water elemental, Fire Elemental, zombie rampage cost double
- Boars rampage cost +50%
Misc:
- Overland casting skill reduce by 1/3 of number of book
- Spell gain from books change to 1/2/4/5/6/7/8/10