https://www.moddb.com/mods/caster-of-mag...nloadsform
Warlord mod Version 1.5.7.4 is released with new race join the frey.....Goblins!
Special thanks to WingsofMemory for Goblin race sprites.
Change log:
Races:
• New race: Goblin, fungoid people who more like pests than a race to engage with. Normal units gains +2 figures, and -20% cost, but -10% To-Defend.
Spells & Abilities:
• Combat Arcane spell that could not access by wizard now treated as ability and could not be countered.
• Disrupt renames to Sapping Wall and becomes Arcane ability and could not be countered.
• New Abilities: Budding Clones, new ability for goblin melee units to create clone of itself along with exp and permanent enchantment in combat. This ability not available for cloned ones.
• New Ability Perk: Submerge, unit is always on the the ground in combat if possible. Once on the ground, unit gains Fire Immunity, Lightning Resistance, Weapon Immunity, Missile Immunity. If the unit is flying in combat, the unit losing range attack and gains thrown attack of the same strength.
• New Ability Perk: Night Vision,
• New Ability Perk: Goblin Horde, all goblin units gains +3% To-Hit and +3% To-Defend for each goblin unit on the same side in combat. Multiple copies of this ability are not accumulative.
• New Ability Perk: Mechanical Expert, all mechanical units gains +20% To-Hit and +10% To-Defend. . Multiple copies of this ability are not accumulative.
• New Ability Perk: Junk Repair,
• New Ability Perk: Reinforcement Unit,
• Now spell picking at 0 book will be taken at random.
• Bug Fix: Have flying should not mitigate effect of Temporal Twist spell when coming together with Entangle spell.
• New Ability Perk: Pox Host, all goblins suffer -1 Attack, Armor, and Resistance while other types of units suffer -3 Attack, Armor, and Resistance.
• New Ability Perk: Primal Lord, the unit generates 24 power to owning wizard.
• Now AI would get x10 bonus strength of their Disjunction so their Disjunction is less likely to fail.
• Global Enchantment Resistance toward Disjunction reduces by sum of all Global Enchantment Rarity currently active in play/Number of Surviving Opponents. (more Global Enchantments mean less resistance for them toward Disjunction)
• Chaos’ Blessing is now generate 3 Power per volcano tile and 1 Power per mountain tile within city area.
• Chaos Embrace is now generate 1+(Number of Chaos Embrace in game) Religious Power for each rebel population not caused by Inquisition.
• Chaos Embrace now deal 1 damage for each 20% of percentage of rebel among city population to garrison units that owner does not have Chaos Embrace at the end of each Chaos’s Embrace’s owner turn.
• Bug Fix: Effects of spell involve number of Global Enchantment are not function until the end of turn.
• Effect of triple Warp Creatures’s effect moves from Chaos Embrace to Doom Mastery.
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Units:
• Halfling Bowmen unit figures changes from 8 back to 6.
• Halfling Shamans unit figures changes from 6 back to 4.
• Halfling Disciples unit figures changes from 6 back to 4.
• New units: Refugees, mercenary version of settlers coming at free of upfront cost but have very expensive upkeep (3 gold and 3 food per turn) and units also much weaker and slower to move.
• Master Engineer Hero loses Counter Immunity due to Construct Catapult ability becomes innate uncounterable.
• Huntress Hero loses Counter Immunity due to Install Trap ability becomes innate uncounterable.
• Ranger Hero loses Counter Immunity due to Install Trap ability becomes innate uncounterable.
• High Elf Rangers unit loses Counter Immunity due to Install Trap ability becomes innate uncounterable.
• Gnoll Hunters unit loses Counter Immunity due to Install Trap ability becomes innate uncounterable.
• Engineers unit loses Counter Immunity due to Sapping Wall ability becomes innate uncounterable.
• War Trolls unit cost reduces from 240 to 220.
• Lizardman Bowmen unit’s AIProduction value reduces from 11 to 10.
• Simurgh unit cost decreases from 370 to 340, lair cost increases from 505 to 510, and spell charge increases from 3 to 5.
• Cloud Elephant unit cost increases from 400 to 550, and lair cost increases from 600 to 825.
• Fire Drake unit gains Fire Immunity, cost decreases from 400 to 260, and lair cost decreases from 800 to 390.
• Arch Liches unit’s To-Hit decreases from 50% to 40%, cost increases from 320 to 360, and lair cost increases from 480 to 540.
• All Engineers units and Combat Engineers unit gain Mechanical Expert perk.
• Dervishes unit’s Range attack reduces from 4 to 3.
• New unit: Goblin Refugees.
• New unit: Goblin Spearmen.
• New unit: Goblin Swordsmen.
• New unit: Goblin Bowmen.
• New unit: Hobgoblins.
• New unit: Goblin Warbosses. This unit has ability to lead Goblin Horde.
• New unit: Goblin Spider Riders.
• New unit: Goblin Tricksters.
• New unit: Goblin Rabblerousers.
• New unit: Goblin Hexers.
• New unit: Goblin Arsonists.
• New unit: Night Goblins.
• New unit: Goblin Mechaniacs.
• New unit: Goblin Poxbearers
• New unit: Doom Wheels.
• New unit: Goblin Gliders.
• New unit: Midget Submarines.
• Now unit record and display number gains from Power of Faith, Guiled, Immunized Magic, and Natural Resistance.
• Dwarf generic ships and siege units’ bonus change from +1 Heath to +3 Armor but cost +25%.
• Fire Giant no longer has innate Resist Elements.
• Ranger hero now gains only 2 MP per level to Compensate Quick cast ability.
• Sea Lord hero now gains ability to summon Sea Serpent on water tile and their status rise up to become Champion with 1200 Gold Cost, Upkeep 20, and 80 Fames requirement.
• Lesser Chaos Lord gains Primal Force.
• Lesser Gaia Lord gains Primal Force.
• Lesser Aether Lord gains Primal Force.
• Great Chaos Lord gains Primal Lord instead of Primal Force.
• Great Gaia Lord gains Primal Lord instead of Primal Force.
• Great Aether Lord gains Primal Lord instead of Primal Force.
• Arch Demon Lord gains Primal Lord instead of Primal Force.
• Seraph gains Primal Lord instead of Primal Force.
Items
• Bug Fix: Eye of Storm does not display tooltip.
• Plague Lord item power is nolonger spawn early, cost increase to 2000 and nolonger give -10% To-Defend and Heath debuff but give -6 Resistance to compensate
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Buildings:
• Bug Fix: AI build unique buildings before Tree of Knowledge is cast.
• Bug Fix: Witches’ Convent and Altar of the Moon don’t curse enemy in combat or curse enemy on tile that should not curse.
• Witches’ Convent and Altar of the Moon’s curses now occur from the first turn of Attacker in combat onward.
• Bug Fix: Disrupt/Sapping Wall appear on unit without this skill outside city with wall.
• Bug Fix: Baray does not give Mariner perk to unit created from the city.
• Academy is now also grants +2 figures to Halfling Shamans and Halfling Disciples.
• Neutral city starting buildings list updated.
• Academy is no longer reduce cost of Settlers.
• Frost Club hall now also grants Armor Piercing to War Mammoth.
• Military Workshop is now granting Armor Piercing on base normal units with ranged or thrown without Armor Piercing instead of +2 Physical Range Attack strength or +4 Thrown attack strength.
• Military Workshop is now granting +4 Fire Breath to base normal units with Fire Breath instead of +2.
• Military Workshop is now also upgrade any defending units of the city with Physical Range, Thrown, Fire Breath Attack before combat.
• Dragon Mound is now also granting +1 Movement to flying units.
• Caravanserai is now allow surviving based normal unit to upgrade weapon to city level of upgrade after the end of siege combat.
Retorts:
• Bug Fix: Tactician gives +2 Armor instead of +1 Attack and +1 Armor in strategic combat.
• Tactician retort now allow to move first when attack (but defender still could cast spell first) as long as target tile is not opponent fortress or node defending by neutral player or opponent has unit with Primal Force or Primal Lord but cost increases to 2 picks.
• Due to cost of Tactician increases, Kongming nolonger start with Procurator retort anymore.
• Benefactor retort is now also display in combat info.
• Runemaster retort is now reduce casting cost of Arcane overland spells that not summon or enchantment by 50% and all others overland spells that not summon or enchantment or item creation by 25%.
Others:
• Time between each monster rampage becomes twice longer.
• AI have time between each monster rampage 3 times longer than human player instead of previously twice longer to allow breathing space for Myrran AI.
• Recruitment screen now display perk and upgrade unit would get upon created.
• Update AI production script to support Goblin race.
• Update AI select spell script to give consideration to combo exist in Warlord mod.
• Optimizes code for State of Rote effect on units.
• Optimizes code for True Light effect on units.
• “God Play Dices” scoring option now varies Resistance from -2 to +2 (nolonger -3) at rate 10%-20%-40%-20%-10%.
• Maintaining powerful global enchantment that not benefit to other wizard would reduce relation value and rise threat perception.