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Submod "Caster of Magic for Windows: Warlord"

(November 16th, 2022, 13:53)raledon Wrote: - Focus Magic, if cast in combat and unit does not have ranged attack, grants +3 resist. - buffed, mainly to help AI.
- Focus magic no longer can be cast in combat (end turn time savings)

Focus magic seems to not be castable, but it does something else in combat. Were they referring to different spells, or just two variations and got lost while writing the notes?

Sorry, it is left over during development of this version, now it could nolonger be casted in combat.
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Please note (in the Zitro variant at least): Nature Nodes dispel Fairy Dust cast by Sacred Ancients.
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https://www.moddb.com/mods/caster-of-mag...lite-1-0-3

Version 1.0.2

*Cut down and streamlined extra code without losing any non-superficial content, adding extra savings
*Farmer's Market cost reduced to 130
*Forester's Guild upkeep increased to 2 (shifted from farmer's market decrease) but regains +6 food effect (from +5).
*please select the proper icon in launcher, should say ‘lite’ and be in top left

Version 1.0.3

Coliseum costs 200 (from 250)
Corrected spell research images for State of Rot and Temporal Twist
Discipline now grants the +1 move among elite units (only in combat) and costs 10 (from 8)


(November 18th, 2022, 06:51)occasionalplayer Wrote: Please note (in the Zitro variant at least): Nature Nodes dispel Fairy Dust cast by Sacred Ancients.

That's odd, I didn't edit the spell or the unit. I'll test later.

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Any advice for good use cases for spellserkers and/or sea hags? 
Sea hags seem to be too fragile to be much good. Of course you have the warp creature/confusion combo which is nice, but they are rather slow and do not shoot. 
How about spellserkers? Is a rush with 9 spellserkers conceivable?
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Version1.03 Warlord Lite. (Also had 1.0.2 uploaded earlier without new forum post - mainly about end turn improvements)
*Coliseum costs 220 (from 250) - to follow lower cost pattern of other advanced economy buildings
*Corrected spell research images for State of Rot and Temporal Twist
*Discipline now grants the +1 move among elite units (only in combat) and costs 10 (from 8)
https://www.moddb.com/downloads/warlord-lite-1-0-3

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Video on how to install Warlord mod.

https://www.youtube.com/watch?v=u_HTHf6K-Nc
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Warlord mod version 1.4.19 is released on ModDB.

https://www.moddb.com/mods/caster-of-mag...nloadsform

How to install:
https://www.youtube.com/watch?v=u_HTHf6K-Nc

Change Logs version 1.4.19:

Heroes:
- Yamrag and Warrax changes in spells to allow access to Lightning Rage and new Warp Lightning, respectively.
- New Champion – Swarm Queen. Sturdy, magic caster, and with many supportive traits.
- New Hero – King of the Deep. Extremely tanky lizard hero.
- New Champion – Troll War Chief – A regenerating high-tier hero with charges of raise dead (same as Troll Chieftan) and perks suitable for hand to hand combat (constitution and might)
- New Champion – Planewalker – a mage with logistic-related perks (plane shifting, wind walking, abilities such as logistics)
- New Hero – Elementalist – with animation utilizing water, fire, and lightning.
- Yramrag made to look more like a dark elf
- Beastmaster hero now requires 10 fame, less likely to appear in opponent capital cities.

Spells:
- Warp Lightning renamed to Lightning Rage
- New warp lightning spell taking its place is a 18-strength lightning damage to all figures, providing a more advanced spell hitting all figures when facing buffed multi-figure units.
- Doom Mastery also grants all 3 chaos channel effects if chaos channels cast on a hero
- Insulation now costs 18/90 (from 12/60) – was too effective.
- Exaltation now costs 25 (from 30) – a true upgrade from healing in all circumstances, allows champion casters access to it.
- Blood Lust now costs 21 in combat (from 25) and 63 overland (from 50) – the removal of undead effect made it too useful to mass-cast, yet the combat spell was too expensive and out of reach from caster units. This is a reasonable compromise.
- Minor spell cost adjustments, mainly to add incentive to using elite and ultra elite caster 20 units.
- Immolation now costs 13 (from 12), Blaze of Glory 23 (from 25)
- Iron skin now costs 23 (from 24), ice bolt 24 (from 25)
- Blur costs 24 (from 25)
- Exorcise now costs 18 (from 20), hierophany now costs 23 (from 24)
- Inquisition now grants a minimum of 2 unrest to cursed city
- Teleport spell now grants the effect in combat only (decreased end turn wait times)
- Blood lust code more efficient, decreased end turn wait time.
- Bless now grants 4 resistance and 7 armor against chaos/death effects (from +3 to each with additional +1 resist)

AI:
- Chances of wizards starting with 'Specialist' decreased.
- Disjunct prioritization has been recalibrated across the board with a higher emphasis for disjunctioning economy based global enchantments when at peace, disjunctioning military-oriented global enchantments when at war, and other balancing on this matter.

Other:
- A few sound changes for Warlord mod's units.
- Inquisition does no longer crash the game.
- Benefactor code simplified, decreased end turn wait time.

Units:
- Arch Demon Lord introduced, with new unit sprites. This is a non-summonable unit of great difficulty similar to the 'greater lords' that spawn very late in the game and guard extremely valuable treasure.
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Warlord 'Lite' updated to version 1.0.4 to include full Warlord mod updates. There's a few minor balancing and bug fixes associated with the 'lite' version as well, most notably the decision to bring back the awesome 'colossal strength' nature spell.
https://www.moddb.com/mods/caster-of-mag...d-lite-104

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I'm playing the mod again and it's great.

Just having a game with the lite version and noticed that building maintenance costs seem to add on gold as well as subtract it. Also 0% trade bonus shows negative gold.


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(January 8th, 2023, 07:09)MrBiscuits Wrote: I'm playing the mod again and it's great.

Just having a game with the lite version and noticed that building maintenance costs seem to add on gold as well as subtract it. Also 0% trade bonus shows negative gold.

Library, University, and Sage Guild add gold at same value as its maintenance cost if you have Sagemaster retort. it is part of retort's new ability (those education building pay for itself). You could technically gain more than pay when it stacking up with trade bonus which is intentional.

About trade bonus that go negative, I think it is weird but I it is possible that it cause by overcorrection formula I put in end up with negative number? I will look into it. May I request your savegame?
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