Xtended 5.0 (17 September 2016)
Change Log:
- Bugfixes by Carnival Bizarre.
- Balances and tweaks to existing units and promotions.
- Grigori: Adventurers no longer have Hero from start. Instead, they have small chance to gain Hero promotion after winning battle. Spells to transform Adventures to various units requires Hero promotion.
- Archmagi are no longer buildable (have to be upgraded from level 10+ Mage). This will make Liches more useful (hints!).
- Some units from Guilds are restricted to certain number. That way, civ's UUs will still play important role. H
- Affinity is no longer capped. Hoard that mana node!
- Supply from Training Yard etc are reduced; these buildings give extra XP instead.
- Dural: units now use new roster mechanic.
- New Enchantments, Summons etc. Now each school has 29-30 items.
- Cleaning Civpedia. No more duplicate units or many blocked units etc.
To Do Next:
- Adding Jotnar to unit roster mechanic.
- Adding more spells, enchantments etc.
- Adding general strategy for each Civ to Civpedia.
- Adding lore entries to Civpedia.
- Bugfixes, if any.
If you are interested in writing short entries for units, spells, promotions, buildings, techs etc, feel free to do so! I will include them in future version!
Instructions:
- Download Master of Mana from Sourceforge.
- Download Xtended 5.0 from here.
- Unzip Xtended 5.0.
- Copy-and-replace the Asset folder from Xtended 5.0 to Master of Mana.
If you have error: GFC Error: failed to initialize primary control theme, try to rename the folder into "Master of Mana".
Old Changelog
Spoiler :
Xtended 4.0 (released 14 June 2015)
- Various DLL optimisations.
- Fixed traits that give discount to building yield cost.
- New mapscripts.
- No hell terrains in the new mapscripts.
- Each civ will start in a "pocket" terrain according to their flavor/role/gameplay.
- More aggressive Barbarians.
- Spells rebalanced:
- Reduce damage from Tier 1 spells.
- Tier 1 spells can not kill enemies.
- Tier 2 and Tier 3 spells require Channeling 2 and Channeling 3, thus requiring Mages and Archmages.
- Added new combatauras, enchantments, etc to Mind/Air/Fire/Water schools.
- Religious spells are a little bit stronger than arcane ones, but require you to gain Sacred Knowledges.
- Religion rebalanced:
- Move "religion adopting" mechanism from Priest Guild. You can adopt a religion without adopting Priest Guild.
- Holy city is founded when a player acquired the appropriate Sacred Knowledge of that religion.
- While adopting religion without Priest Guild is possible, if you want to accumulate Faith faster or access Priests, then you still need to adopt the Priest Guild.
- Equipment rebalanced:
- Military techs now open access to various equipments/weapons.
- Artisan Guild and Ranger Guild still provide the best equipments/weapons.
- High tier equipments/weapons now give additional bonus.
- Each discipline now guaranteed access to various types of equipments/weapons.
- Forts and Watermills are now buildable.
- Illians' rituals of Winter are now working.
- Various other bug fixes and rebalances.
- Dispel Magic is working by selecting a tile with hostile units and will dispel buff from those units. We are still working to find the best way to make Dispel Magic is working with friendly units.
Have fun!
Xtended team: esvath, CarnivalBizarre
I just started a game with Dural, here are my first impressions:
- Adveturers: Dural get two Adventurers at researching Worrier Caste. Adventurers are IMO very OP. I got the Hero-Promotion for them within 2-3 combats so i could upgrade them in no time - if you get enough money (Dural get it through Grand Trading Center). Upgrade should also cost yield and be limited on Research. Maybe give the option to upgrade again to higher tier when you advance in research. Orc and goblin Adventurers are underpowered.
- Rooster: The Dural Unit-Rooster seems a little sparse. They could use a simple archer and horseman, maybe unlocked at the first corresponding tech to compete with the other roosters.
- Goody huts: The bonus differs very much in usefullness. You can get a 300 breakeker Tech

- Monster lairs: Same for them.
1. You can get few hundred yield (based an game advancement): usefullness depends on yield
2. You can get equipment: healing salve :-(, mithral fullblade

3. You can get (spell-)research: not sure about that.
Maybe the quality of the equipment could be dependant on game advancement like the yield. Maybe an event could pop up were you can choose between two or three options (but reduce the numbers of the yield a little).
-Same for goodys found when building improvements. In the beginning 340 Gold is huge. If possible it should scale with gameadvancement.
- I really like most of the changes though! With each iteration the game feels more balanced, whitch makes different playstyles viable.