Warlord mod version 1.4.17 is released several changes and addess bug from state of rot spells.
https://www.moddb.com/mods/caster-of-mag...nloadsform
Retort/Books:
- Spellweaver's cost reduction is 20% (from 25%) for non-enchantment overland spells (enchantments still 25%)
- Channeler also comes with 12% combat spell cost reduction (all spells but only if cast in combat)
- Artificer's mechanical unit trait involves +1 resistance (from +2)
- Charismatic now also grants 1 unrest reduction to your cities
- Sage Master now eliminates upkeep of library, sage guild, and university
- Famous renamed to 'Benefactor' now comes with heroic heart researched and grants heroes +2 attack, +1 armor, and +1 resist.
- omniscient formula now 14 + 4X% (from 16 + 3.5X), favoring mono-wizards
- omniscient chaos formula now includes wizard fortress and combat skill gains from cities
- alchemy named 'alchemist' for consistency in retort names.
- bug fix: wizards with 7 or 8 books of one type were not gaining the 3% and 6% spell cost discount as described with latest Caster of Magic version.
Spells:
- Divine Order costs 600/30 (from 500/10) but calculates bonuses and penalties differently, mostly favoring player (25% cost reduction for buffs and healing spells, +25% cost increase for curses and damage spells that apply only to enemy wizards). Some minor 10% increase/decrease effects elsewhere with the cost increases applying only to opponents.
- State of Rot no longer affects units overland (improves wait turn performance). However, there is an added 'to defend' penalty of 5% to enemy units during combat.
- State of Rot bug around caster units losing spell books prevented. However, this required making them exempt from the healing immunity effect. To balance it out, caster units lose 8% to defend instead of 5%
- State of Rot bug around fantastic units prevented. However, this required making them exempt from the healing immunity effect. To balance it out, fantastic units lose 8% to defend instead of 5%
- Eternal Night's 'poor vision' effect on enemy units now happen only in combat improves wait turn performance).
- Rust now costs 7 (from 8)
- Purity may have a slight tweak to improve wait turn performance.
Cities/Buildings:
- Switching farmer to worker guarantees at least 1 hammer change (impacting non-dwarf/klackon towns that had sawmill but not townhall present)
- Mechanician Guild redesigned from +40% all production to +1 ½ per worker. In a mid-size city with a few allocated farmers, production output is about the same. However, this makes food upkeep more costly later in game due to opportunity cost.
- rewrite code in ecoprod.cas to make sure that all remnant production in the form of fractions from farmers, several buildings, percentage bonus would not be discarded as they get included in result from terrain
AI:
- If template is mono nature or have nature books more than 4 and not yet have tactician retort, then there is 30% chance for sacrifice one nature book for tactician retort
- If wizard has more than two magic realms, chance of picking omniscient retort is increased by # of different book types.
- The re-rolling of spell availability now considers new spell combos from Warlord mod.
- AI has low-medium disjunct priority to Divine Order (from near-zero)
Units:
A few hardy recruitable units were rebalanced around 40% to defend to give player a different mega-buff option over multifigures.
- Golem: 7 armor (from 9), 40% to defend, +5 cost
- Stag Beetle: 6 armor (from 8), 40% to defend
- Dragon Turtle: 9 armor (from 11), 24hp (from 25), 40% to defend
- Minotaur: 16 melee (from 13), 4 armor (from 5), 12hp (from 13), 40% to hit (from 50%), 40% to defend
- Gugalanna: 8 melee (from 10), 50% to hit (from 40%)
Experience:
MP is earned +1 per level of experience.
Ultra Elite: +5% to hit, +1 attack, +1thrown/breath +1 armor, +1mp
(from the underwhelming +1 attack, +1 armor. +2mp was present version 1.4.15, but now split as 2 +1s)
Champion: +5% to hit, +1 attack, +2 armor, +1 resistance , +1mp
(more balanced set of boosts instead of just +10% to hit, +1hp)
Heroes: +5% to hit earned in level 4, level 6, level 8 and level 9 (instead of +10% earned in level 5 and 9)
Other:
- Improved end of turn wait time, especially early in game.
- Unit mercenaries can be recruited as early as turn 18 (from turn 30). Heroes and item purchases unchanged.
-Description fixes
- Fixed air elemental's immunity to hurricane spell.