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Submod "Caster of Magic for Windows: Warlord"

Playing an older version.

A couple of bugs I noticed:

Blazing eyes with 10 chaos books had cost increased by 10% instead of reduce. So 900->990.
Another wizard with no chaos books had a chaos channelled unit (that wasn't undead). They can create undead a lot though, so it may be a bug that it didn't get turned into undead for some reason.

Crossbowmen seem a lot better than slingers now, which means halflings' main unit is worse than a standard unit for other races.

Does Chaos Embrace work with chaos channels from the spell as well as Doom Mastery? 

The change in mountains means that you never want them and hills are much better now. I preferred them as 7% production bonus.
Also I'm not keen on the change to sawmills. They were a way of getting decent production from a new city, but don't fill that purpose anymore.
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Armory from Master of Magic (including its role) will make a return ... coming soon.

Note: Slingers will come from Armory, becoming available much earlier, yet another boost to this crappy CoM unit.

Note: mountain at 5% production is Master of Magic's original effect, roughly as useful as hill +3% with a small 1/2 food.

I'm still figuring out what feedback to give on the alternate sawmill and whether a +1 fixed prod bonus could be added on top of current effect.


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(December 16th, 2021, 12:14)zitro1987 Wrote: Armory ... coming soon.

Regards!  dito

Edit: I liked the new shoreline, but in Myrror it contained pixels of the bad color. Fix attached; so that it hopefully doesn't have to be done twice.


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(December 16th, 2021, 09:50)MrBiscuits Wrote: Playing an older version.

A couple of bugs I noticed:

Blazing eyes with 10 chaos books had cost increased by 10% instead of reduce. So 900->990.

I look into Chaos Embrace and 10 books and found that spell cost reduce from 1300 to 1170 as intend, so I could not identify your bug? does anyone in your game cast Divine Order and Evil Omens?

Quote:Another wizard with no chaos books had a chaos channelled unit (that wasn't undead). They can create undead a lot though, so it may be a bug that it didn't get turned into undead for some reason.

Undead retained their enchantment upon created, this included zombie too. so chaos zombie and chaos channeled undead counted as chaos creature and could gain bonus from node and Chaos Surge, so you could considered that chaos channeled undead/zombie is the most broken undead anyone could have.

Quote:Crossbowmen seem a lot better than slingers now, which means halflings' main unit is worse than a standard unit for other races.

Crossbowmen lose long range and gain 5% to hit in compensate in recent version, and next version slingers would coming earlier, slingers have faster move though

Quote:Does Chaos Embrace work with chaos channels from the spell as well as Doom Mastery? 

I would want to do that too but Chaos embrace does not not buff chaos channel right now as I could not get access to chaos channel script to modding it. I could only get into script for normal unit creation which include effect of Doom Mastery.

Quote:The change in mountains means that you never want them and hills are much better now. I preferred them as 7% production bonus.

I want to give more incentive to use volcano as city development more, as now volcano of your own creation produce more bonus than mere barren mountain.

Quote:Also I'm not keen on the change to sawmills. They were a way of getting decent production from a new city, but don't fill that purpose anymore.

I want to slow early game down a bit, but I will add back some of production bonus to Mill (now you could also gain some of those bonus from Builder Hall after all)
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(December 16th, 2021, 13:54)Slingers Wrote:
(December 16th, 2021, 12:14)zitro1987 Wrote: Armory ... coming soon.

Regards!  dito

Edit: I liked the new shoreline, but in Myrror it contained pixels of the bad color. Fix attached; so that it hopefully doesn't have to be done twice.

Thank you.
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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
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Note: when installed, if you hit the ‘manual‘ button in the warlord mod launcher screen, you will get a ~15pg word doc explaining some changes, how each race plays, spell info, building requisites, units that have special ‘spell charges’ (until CoM next version adding spell charge icon), and some of the reasoning behind changes. Sometimes this doc is a few days behind and i apologize if so.

While the mod adds a lot of new content, from my experience, it partially brings back some of the original master of magic balancing pacing and gameplay philosophies and addresses some of the most talked about concerns of caster of magic (magician spam, focus magic cockatrices, normal units fodder). It doesn’t intend to double-down on caster of magic mechanics

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Warlord mod version 1.3.6 is released on link below

https://www.mediafire.com/file/z3wl9plt4....6.7z/file

Change included:
Units:
- All armorer guild and fantastic stable units now consume 2 foods
- Crusaders resistance increase to 7
- Minotaurs resistance increase to 8
- Chironean Guards resistance increase to 8
- War Troll resistance increase to 8
- War Mammoth resistance increase to 9
- Wyvern Rider resitance increase to 9
- Musketeer attack reduce to 3 resistance reduces to 8 due to cost now become too cheap
- Klackon Halberdiers become mercenary only unit
- New unit: Klackon Stingers replaces halberdiers place in tech tree, Halberdiers with poison
- New unit: Barbarian Longship, fastest ship with 2 figures
- New unit: Generic Fire Galley, fast ship with flamethrower, requires Port and Mechanician's guilds, strongest ship that could acess before tree of knowledge casting
- Chieftain, War Mammot, Rocs gold upkeep increase to 6
- Gugalannas, Minotaurs, Chironean Guards, Nightblades, Doom Drakes, Golem, Elven Lords, Pegasi, Dragon Turtle, Griffins, Huskarls' gold upkeep increase to 5
- Warlocks, Magisters, Druids, Stag Beetle, rangers' gold upkeep increase to 4
- Wyvern Riders, Musketeers' gold upkeep increase to 3

Spells:
- Disillusionise trade value and research cost reduces
- Stasis casting cost incrase to 35/175 and save penalty change to -7, research cost and trade value increase
- Divine Order cost increase to 500 and has additional effect of reduce magic market power generation of other wizard who not has divine order to 0, and +1 unrest in city if wizard owner has life books less than the rest combine/ +2 unrest if has no life book at all
- Consecration allow unit training in city gain free bless enchantment if city has cathedral or temple
- Crusade allow unit training in city gain permanent holy armor if city has armorer's guilds along with cathedral or temple
- Dark Ritual nolonger triple religious power generation but give 17 plus 50% of religious power in city instead
- Ruler of heaven generate combat casting skill equal to power generated by religious buildings x 50 sp

Races:
- Nomad trade bonus now add after calculate cap by population, so now nomad always get +50% trade bonus
- Nomad growth rate reduce to 70

Retorts:
- Omniscient when combine with nature book now +16% population growth on fist book and 3.5% for each of next book onward, nature book still increase population cap but only 0.25 maxpop per book, nolonger has 2 maxpop on the first one
- Cult Leader's power gain from religious building now 100% instead of 75%

Miscs:
- Organized resource address line
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(January 1st, 2022, 10:37)Suppanut Wrote: - New unit: Barbarian Longship, fastest ship with 2 figures
- New unit: Generic Fire Galley, fast ship with flamethrower, requires Port and Mechanician's guilds, strongest ship that could acess before tree of knowledge casting

I was reading about Dromons just this morning and you're already uploading a nice looking version! Thanks again Suppanut and for the Longship as well. I think I won't bother with my Longship-attempt any further. I had imagined ships with greek fire as a special unit for Nomads, similar to the Carracks of the Lizardmen. I also ask myself whether generic units are still necessary at all. There is still more than enough space for new units ...
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New game in the latest version with 6 nature 6 chaos books and confusion pops up in my spellbook at the start of the game.

Also my base skill is 22, but my overland skill is only 18.
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