A higher magic power setting does increase the amount of monsters and treasure in nodes, yes.
Ammo bonus abilities apply at the end of turn 1, there was no other way to implement it.
That alchemy thing sounds like a bug - probably overwrites the weapon type instead of only upgrading it.
...yes, there was a leftover line of code at the end of the correct code that was setting magic weapons no matter what. This probably also corrupts memory if the race isn't barbarian by setting the same byte in city data to 1
...that is the city power income, upper byte. Assuming the income is recalculated some time after making the unit but before the amount of produced, it's safe. Otherwise you'd have already reported getting thousands of mana out of nothing.
AEther Flux like all cost reductions, applies once at the time you start casting the spell. It is sometimes worth cancelling and restarting the spell to apply the effect.
I'll read the remaining threads then upload the fixed version if there is nothing else urgent to fix.
...omg I only looked away to play a different game for a few days and there is yet another Sapher game uploaded. Will it be spiders this time? They can't possibly be as good as wolves were before nerfing, not without regeneration, I hope...