Submod "Caster of Magic for Windows: Warlord"
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(August 3rd, 2024, 22:39)Suppanut Wrote: Yes, you should only able to train dervishes, monk should be disable to just mercenaries. I will look into it and fix for next version. They can't train monks anymore, only dervishes. But it shows if you hold over the monastery that you will be able to make both. It's just a visual glitch on what it shows you can build. (August 4th, 2024, 09:19)Zypher Wrote:(August 3rd, 2024, 22:39)Suppanut Wrote: Yes, you should only able to train dervishes, monk should be disable to just mercenaries. I will look into it and fix for next version. It is requirement glitch if unit requires that buildings, unit will appear on that building. This bug will be fixed before next Hadriex's livestream (before Wednesday). (August 4th, 2024, 08:47)occasionalplayer Wrote:(August 3rd, 2024, 22:39)Suppanut Wrote: Yes, you should only able to train dervishes, monk should be disable to just mercenaries. I will look into it and fix for next version. Jackal rider is designed to be high figure units. Each figure is weaker than Wolf Rider but higher tier and more figure to compensate. (August 4th, 2024, 12:32)Suppanut Wrote:(August 4th, 2024, 08:47)occasionalplayer Wrote:(August 3rd, 2024, 22:39)Suppanut Wrote: Yes, you should only able to train dervishes, monk should be disable to just mercenaries. I will look into it and fix for next version. But I think in previous iterations they were only six, right? Just compare to Legionaries, especially with the special building. Eight figures seem far superior.
Jackals were always eight figures. They aren't as powerful as you think, their low defense and mediocre resistance makes them susceptible to lots of things.
Just encountered the unit Seraph for the first time and I must say, it seems way to owerpowered. I really don't see a way to kill that one. Even completly on it's own it completly destroy pretty much anything. 75 health along with regeneration 3 together with 255mp and 9 charges of exaltation it's pretty much impossible. You would need a group of completly built up heroes to stand a chance.
You can't even web it as it's non-corporeal as well. Have you tried it and seen anything that really can take it out effectively? (August 5th, 2024, 03:27)Zypher Wrote: Just encountered the unit Seraph for the first time and I must say, it seems way to owerpowered. I really don't see a way to kill that one. Even completly on it's own it completly destroy pretty much anything. 75 health along with regeneration 3 together with 255mp and 9 charges of exaltation it's pretty much impossible. You would need a group of completly built up heroes to stand a chance. Seraph is "Lord" class monster, so you could expect the difficulty to deal with. What kind of tool do you have? Race, Books, retort? Code: [286] The thing that you should not do against this unit is fight with fantastic creature that below very rare due to very strong exorcise touch (-7), normally fight against lord levels unit I tend to use Vampire Lords (due to bloodsuck) against them but this one is an exception as Vampire Lords without magic immunity or Spell Lock buff would not able to withstand any of Seraph attack. Dealing with Seraph usually better doing with good normal units with buff such as magic weapon, with flying, thrown/breath if possible such as adamantium berserkers, Ogre Lords, or anything that could deal doom damage or armor piercing or bloodsuck. As long as your units are tough non-fantastic units, they would last long enough, or bait to take full volley of crossbow bolts. If you using fantastic conversion for buff such as Chaos Channels or Undead, make sure you could buff their resistance above 12 or spell lock to avoid get wiped out by spell such as Holy Words. Magic that would help you in fight against Seraph - Ice Bolt (Nature uncommon, although it is impossible to frozen him, he does not have cold immunity) - Hurricane (Nature rare, as web does not working, this is only option to bring him down from the sky) - Counter Magic (Sorcery uncommon, if you want to stop its spamming of exaltation) - Spell Lock (Sorcery uncommon, only way for your summons to survive exorcism) - Temporal Twist (Sorcery rare, This only spell that could stop them teleporting around, buy you sometimes or prevent his escape from your armor piercing range attack such as crossbowmen) - Blazing March (Chaos uncommon, This is your best bet if you counter him with stack of crossbowmen or any units that could hit him in the sky) - Lightning Bolt (Chaos uncommon, he has no lightning resistant, if you could spam it, you should, but not as good as next one) - Doom Bolt (Chaos rare, if You bring in 9 warlocks, and at least 7 survive first turn onslaught, you win) - Chaos Embrace (Chaos very rare, another sure way to attack him in the sky is - Prayer/High Prayer (Life uncommon/very rare, same as Blazing March, using this if you prepare for armor piercing normal units that you hit him in the sky) - Shadow Strike (Death uncommon, using this to attack him in the air if you deal with him by melee option) - Reaper Slash (Death rare, now reaper slash is cold damage, although you could not raise him as undead but at least it could damage him) Example stack to deal with him. 1) 9 Warlocks, this is the simplest option, if he is alone or not with other teleport units. He could kill 2 units on the first turn but next turn 7 doom bolts would kill him. 2) Uberbuff Berserkers (have adamantium weapons is prefered), make sure you buff them with everything you have possible as you have only 1 chance unless you have Temporal Twist. 3) Uberbuff Crossbowmen, same as berserkers option, stack buff after buff, you only have 1-2 chance unless you have Temporal Twist. 4) Uberbuff Manticores, this is expensive option but bloodsuck twice when attack give them chance to kill him as bloodsuck is closest attack type to doom damage. 5) Uberbuff Ogre Lords with Shadow Strike or Hurricane, another expensive option with bloodsuck, with throw you could bloodsuck twice and Ogre Lords is tough enough to survive in melee too. but you generally have only one chance as well. 6) Doom Bat + Spelllock, buff their attack as much as possible.
Warlord mod version 1.5.4.4 is released with bug fix and balance change as well as way to create swamp and desert tiles.
https://www.moddb.com/mods/caster-of-mag...com2-10504 Change Log version 1.5.4.4 Buildings: • Baray is nolonger provide population growth bonus but given newly trained units Amphibious and Mariner ability instead. Construction cost is now increased to 1000. • Tree of Life’s unrest reduction bonus is now only available if wizard’s home race is High Elf. Construction cost is now decreased to 800. • Unique buildings which require terrain now has AI’s buying priority according to rarity and accessibility of terrain. • Bug Fix: Monastery in Nomad city has Monks show up as buildable unit. • Bug Fix: Hawkman could build Fantastic Stable if Hillfort is built • Hillfort now requires Stable as prerequisite. • Hawkman gains access to Stable as additional source of production. • Tree of Life now requires Animist’s Guilds instead of Wizard’s Guilds. • Tree of Magic is now replacing Wizard’s Guilds instead of Animist’s Guilds. • Pool of Repentance is now replacing Monastery instead of Animist’s Guilds. Spells: • Blizzard now could convert target tile into swamp if tile was grassland/desert/forest. • Fire Storm now could convert target tile into desert if tile was grassland/swamp/forest. Others: • Bug Fix: wrong equation for tracking surplus food number inside script. (August 5th, 2024, 05:55)Suppanut Wrote:(August 5th, 2024, 03:27)Zypher Wrote: Just encountered the unit Seraph for the first time and I must say, it seems way to owerpowered. I really don't see a way to kill that one. Even completly on it's own it completly destroy pretty much anything. 75 health along with regeneration 3 together with 255mp and 9 charges of exaltation it's pretty much impossible. You would need a group of completly built up heroes to stand a chance. hehe ya I guess there are ways, just thought it seemed a bit to overpowered at first when I compared that one to great chaos lord, or great gaia even though those are for sure extreamly hard to face as well. I did go up against that one with a full stack of cataphracts that was fairly buffed but they didn't manage, but if I were warlord and had a few more buffs on them I guess that could have worked as well. But ya, it's good that there are serious really hard lairs out there. |
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