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Author notes
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File credits
Credit to Xeth, XenoReaver, and ShadowTiger for providing some MoM modding direction and ideas.
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Changelogs
Version 0.8.5
Added two new arcane spells: Magical Bolts and Spell Shield
Added new Sorcery Spell: Wind Blessed
Version 0.8.3
Made some minor building changes making burgeoning cities grow slightly faster when invested in.
corrected some bugs and inconsistencies created by 0.8.2
updated some descriptions
balanced settler costs based generally on racial production bonus and settler mobility
Version 0.8.2
Settlers Received a Balance Pass mostly reduced the higher costs
Shatter and Warp Wood have limited targeting based on ammo type and fantastic creature
Flame Blade replaced with Inner Flame now adds Breath and Spell Ranged Attack bonus in addition to +1 heart per figure
Giant Strength also received +1 heart per figure and a cost increase to research, casting cost and upkeep
Nature Common Spells research costs reorganized
Version 0.8.1
debugged ramming speed buff
Version 0.8.0
Many tweaks to reduce the over saturation of resistance buffs.
Added more descriptions and corrected the Sawmill Description
Threw in a new Thrown Axe Icon
Version 0.7.2
Updated Gaze Attacks Priority
Updated Poison Priority
Context and game play are driving factors for most changes. This mod intends to help bring tropes even more to life.
Weaker units were given a boost and power was trimmed from some of the most dominant units.
Trireme received two new skills: ramming speed and destruction.
Fire Elemental has immolation and non-corporeal.
Shields help you block attacks better.
Shatter impacts enemy melee weapons and only affects normal units.
Sprites improve healing rate.
New Spells: Wind Blessed, Magical Bolts, and Spell Shield
Over saturation of Resist buffs have been skimmed down leaving only the choicest of defenses for a more brutal and more appreciative saving throw interactions and experience. It's still possible to get very high resist, but it takes a little more thoughtfulness in this respect.
Road Map: Still more work to do regarding spell balance, but this should be a very good second step (step 1 direct damage, step 2 resist saturation reduction, step 3 arcane spells, step 4 curse interactions, step 5 spell library order)
On the Horizon: I have an Orc Warmaster unit I plan to add. I also would like to add more spell options and character to the magic casting units: shamans, priests, wizards and warlocks.