As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

Create an account  

 
Mod for Caster of Magic for Windows: More Stuff

Use Caster of Magic for Windows V1.05.02 or higher
 
How to install:
 
1.) Find the game folder on your PC: Master of Magic Caster Windows
2.) Dump the contents of the downloaded folder into it and overwrite 24 files to apply the included patches to V1.05.07.
3.) Load the MOD from the main screen. Type: More Stuff
4.) Restart

How to update:

1.) Dump the contents of the downloaded folder into the game folder on your PC: Master of Magic Caster Windows and overwrite.
2.) Unload the MOD from the main screen.
3.) Restart
4.) Load the MOD from the main screen. Type: More Stuff
5.) Restart

Download link More Stuff MOD 2024-08-27:

https://www.mediafire.com/file/xs4d40vko...f.zip/file

Have fun! Use any part of More Stuff for your personal game version.



More Stuff so far:
  • +167 more units
  • no more generic units
  • +17 more heroes
  • +7 more fantasy races/factions
      Arcanus: Vikings, Birdmen, Goblin, Atlanteans (Steampunks)
      Myrror: Gnomes, Bugs, Draugr (Undead)
  • more city names per race
  • more buildings - mainly special buildings that only one or a few races can build
  • more lair monsters
  • +20 more spells = +2 commons and +2 uncommons per realm
  • +11 more score modifiers
  • illustrated spell book
  • more documentation for Caster of Magic for Windows base game: 5 Excel tables, stuffed Manual V1.5.4 - No guarantee that everything is correct already!
      Check out the chapter about Hotkeys and Shortcuts!
  • Mod documentation: 5 Excel tables, above Manual version with MOD changes filled in and highlighted
 
Plenty of gameplay changes, e.g.:
  • bigger Earth Lore
  • unrestricted item teleport
  • confused units from the winning side will survive after combat
  • AI wizard elimination turn comes a little later
  • slightly increased tower budget & AI tower break is allowed after 3 years < untested experiment
  • doubled road speed, halved Wind Walking speed (spell), no Water Walking on tundra
  • the AI can target Fire Storm, Ice Storm, Dispelling Wave or Stasis only in scouting range of its units and cities
  • no more mutually exclusive retorts + changes to retorts
  • fame scaling for hero offers
  • no more Sharpshooting heroes, however, some have Long Range
  • Settlers can show up as mercenaries
  • more Spell Binding uses
  • quite a lot more books can be owned
  • slightly less building destruction
  • some original races gained and/or lost units
  • some original units or spells have been slightly changed
  • many more units have a spell ability
  • more unit abilities
  • more terrain changing effects

Special thanks to:

Seravy, Suppanut (Warlords MOD), Hadriex (gameplay streams)

Cruel100 - hero portraits of Voodoo Priestess & Impostor
Lagi - Treeman
Wings of Memory (Minimod: Klackon & Hadriex) - Ixitixl & Hadriex wizards, unit sprites for Flamethrowers, Sacred Scarab, Sea Serpent


Attached Files Thumbnail(s)
   
Reply

Thank you for your mod.

Edited: Why there are a lot of "?" artworks?
Reply

(May 24th, 2022, 21:07)Suppanut Wrote: Why there are a lot of "?" artworks?

Thats the epic fight of ASCII ... ;p
Reply

Cool!!
Reply

Updated first post for compatibility with Caster of Magic for Windows version 1.4.4 and more.

If you try the mod, please write how it went.  popcorn
Reply

Updated first post for compatibility with Caster of Magic for Windows version 1.4.6 and more.

Merry Christmas & Happy New Year everyone!
Reply

Nicely done, congrats. Some of the races seem really interesting. 
Some observations:
Gnome Wizards appear overpowered with Focus Magic: they are still frail, but teleporting/invis combo makes them hard to kill after turn 1 even for some Very Rares.

Something similar happens to Thunderbirds: if you have nine of them, their Lightning will destroy most opposition, their frail nature notwithstanding. Melee downgrade has no effect on casting.
Reply

(January 7th, 2023, 08:39)occasionalplayer Wrote: Nicely done, congrats. Some of the races seem really interesting. 
Some observations:
Gnome Wizards appear overpowered with Focus Magic: they are still frail, but teleporting/invis combo makes them hard to kill after turn 1 even for some Very Rares.

Something similar happens to Thunderbirds: if you have nine of them, their Lightning will destroy most opposition, their frail nature notwithstanding. Melee downgrade has no effect on casting.

Thanks for the first feedback on the actual MOD/expansion! Almost certainly everything is working and I haven't introduced any crash bugs.

The units you selected belong to the “Are you kidding?” category, especially as a defending stack – like Warlocks. In this MOD, both Magicians and Thunderbirds cannot be rushed. Wizard Guild and Fantastic Stable are locked behind the spell until at least year 1505. The only way to get Magicians early is by undead creation from neutrals. Gnome Magicians are not invisible but have Stealth and the Invisibility spell ability. There are many units in each version of the game that can take on very rare creatures when buffed. Thunderbirds Lightning Bolt ability does not increase with levels or buffs. Both Gnomes and Birdmen have severe disadvantages, so choosing one of these is not an auto-win.
 
I had time for two short test-games of the current mod version (without cheat codes).

The first with Gnome Magicians:

Jan. 1509, the first stack of Gnome Magicians arrives in the neutral Dark Elven city, which is defended by 9 Warlocks. No levels/buffs/spells. After entering, exactly 1 Gnome Magician figure remains. It uses its Invisibility ability on itself and the 9 Warlock units look stupid. The healed Gnome unit can remove 2 Warlocks with ranged attacks and one more by casting Psionic Blast. Anyway, it's a tie and I can't come back in the next turn with the same stack. Defending Gnome Mages in such a setup are sure to win.

The second with Birdmen Thunderbirds:

-         1 Elite Swordsmen loses to a Guardian Spirit
-         lol - confused Draugr Swordsmen create undead for my side
-         May 1508 – The first 2 Thunderbirds easily win against 2 Chaos Spawns in a node, despite Chaos Spawns having 1 more move.
-         7 Phantom Beasts in a lair, no node aura: 3 Thunderbirds (Adamant, Veteran, no other buffs) managed to remove 4 of them. Whether the birds lose in melee or flee, next turn all Phantom Beasts will be back due to Regeneration 0 on combat summonable creatures.
-         2 out of 3 Thunderbirds are lost while conquering a neutral Dark Elf city defended by 9 Cavalrymen despite spell support.

July 1509, the first Thunderbird doom-stack is ready to try, but not a single bird is used in garrisons yet:
1.) 5 Chaos Spawns in a node = easy win
2.) 5 Doom Bats + 2 Gargoyles in a node: was able to win the 2nd attempt with only 2 birds lost, the rest a bit messed up
3.) 6 Earth Elementals in a nature node that counters some Lightning Bolts: auto battle + use spells = LOSES!, manual battle ends with fleeing - next turn all Earth Elementals except the confused one are back due to Regeneration 0 on combat summonable creatures
Reply

I agree, Birdmen units are terrible at almost everything. You are probably right that players cannot rush these units and that they are vulnerable of their own.
Reply

A remark: Goblins seem unable to build stables, so that I cannot build Spider Riders.
Reply



Forum Jump: