Master of Mana Xtended - Download and Changelog

Old changelogs (5.0-5.4)

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Spoiler :

- [AOS SI] Troll is renamed to Grinch (to avoid confusion with Jotnar's Trolls). It no longer requires Eternal Court. It is a Winter Court unit. Requires Commune with Nature.
- [AOS SI] Tree Spirit no longer requires Eternal Court. It is a Summer Court unit. Requires Commune with Nature.
- [AOS SI] Added explanation on Summer, Winter and Eternal Restoration projects in their pedia entry.
- [ARISTARKH] Rework on their buildings:
=== Buildings in Barter tech tree give gold.
=== Buildings in Festivals tech tree give culture and small amount of happiness.
=== Buildings in Education tech tree give science.
=== Buildings in Ranger's Guild fasten soul consumption and give production.
=== Buildings in Cult of Esus give various benefits, mostly good amount of happiness.
- [ARISTARKH] Vampire Palace requires Warfare, gives +5 happiness.
- [ARISTARKH] Necropolis requires Code of Laws, gives +2 global happiness.
- [ARISTARKH] Withering Hex gives +3 spell research, +1 mana from Air/Fire/Ice/Death/Chaos mana.
- [ARISTARKH] Sacrifial Pit requires Writing and Nexus of Knowledge. Gives +2 science, +1 science per Death mana, +20% science.
- [ARISTARKH] Order of Spectral Sage requires Philosophy and Sacrificial Pit. Gives +5 science per cultural lavel, +1 global happiness.
- [ARISTARKH] Excavated Library (Library UB) requires Necrosage (Elder Council UB). Gives +30% science.
- [ARISTARKH] Baneful Omen (Courthouse UB) requires Necrosage (Elder Council UB).
- [ARISTARKH] Decaying Soil costs 60 hammers.
- [ARISTARKH] Haunted Road costs 150 hammers.
- [ARISTARKH] Noxious Field gives +1 happiness from Death Mana.
- [ARISTARKH] Bone Cage gives +1 happiness, +1 culture, +20% culture.
- [ARISTARKH] Haunted Tower requires Entertainment, gives +1 happiness, +2 culture, +20% culture.
- [ARISTARKH] Pernicious Dirge requires Drama, gives +1 happiness, +5 culture, +50% culture.
- [ARISTARKH] Mortuary Enclosure requires Cult of Esus (Esus I), +2 happiness.
- [ARISTARKH] Mausoleum requires Eyes of Shadow (Esus II), +2 happiness, +1 culture/Death mana.
- [ARISTARKH] Forlorn Fault requires Tongue of Lies (Esus IV), +5 gold.
- [ARISTARKH] Necra Sanctuary requires Heart of Darkness (Esus V), +3 happiness, +1 global happiness.
- [ARISTARKH] Vile Requiem requires Prayer of Defilement (Esus VI), +1 mana/Death mana. Gives Cannibalise to unit built in this city.
- [ARISTARKH] Mark of Night requires Master of Night (Esus VII), gives +2 global happiness, +100% culture. Gives Hidden to units visiting this city.
- [ARISTRAKH] Gains Mausoleum (Grand Lodge UB) which gives Srong to unit produced in city (RG I).
- [ARISTARKH] Unholy Glyphs requires Domesticate Animals (RG II), does not require Tainted Well.
- [ARISTARKH] Catacomb requires Harvesting (RG III).
- [ARISTARKH] Cabal Shrine requires Survival (RG IV).
- [ARISTARKH] Grave Pact requires Nature Pact (RG V).
- [ARISTARKH] Dracolich requires War Beast Mastery (RG VII), 10/+3 Unholy, +3 Death mana affinity.
- [ARISTARKH] Vampire Count can be upgraded to Vampire Lord or Brujah.
- [ARISTARKH] Can build Leaden Tower wonder (Gemsmithing) that increases yields from Defilers.
- [ARISTARKH] Can no longer build Archives, Gemsmith, Jewelry, Masquerade, Feast of Plenty and Royal Banquet.
- [ARISTARKH] Can not build animal cages but can sacrifice animals for Soul.
- [ARISTRAKH] Gains 10 soul per population (twice with Herald of Death trait) when acquiring cities (as in vanilla MOM).
- [ARISTRAKH] Gains additional souls when razing cities (newly added).
- [ARISTRAKH] Increases Soul gained from combat a bit.
- [AUSTRIN] Fixed Mounted Harmatt pink icon.
- [AUSTRIN] Exploration Guild building gives +5 xp to Recon and Naval units (it was +2 xp).
- [BALSERAPHS] Added Frostling Cage as their UB.
- [BALSERAPHS] Changed their favourite improvement to Cottage (since Cottage line gives Culture now).
- [BALSERAPHS] Courtesan gains "Immune to First Strike", "Immune to Defensive Strike" and no malus on city attack.
- [BALSERAPHS] Courtesan no longer "shapeshift" to other unit after killing them.
- [ELOHIM] Devout's Seal spell gives 100 xp, instead of 100 xp multiply with number of improvement sealed.
- [ILLIANS] Mulyalfar Elf Druids do not require Grove. Requires Malevolent Designs (so Illians can get both Druids and Eidolons).
- [ILLIANS] The White Hand is available if you have less than three Priests/High Priests of Winter, and will create up to three Priests of Winter for you.
- [ILLIANS] The Deepening is available if you have three Priests/High Priests of Winter.
- [JOTNAR] Elder Trolls and Woodfather do not require Grove. Requires Commune with Nature.
- [KHAZAD] Battering Ram require Melee+Dwarf+Khazad and cost 200 gold.
- [MAZATL] Added a tool tip help for their world spell condition (requires 12 Wyvern Guardians).
- [BONUS] Added Timber resource (available on Tundra/Grassland forests). Art by GeneralMatt.
- [BONUS] Changed Mithril's art and icons. Art by Mallin.
- [CLASS] Fixed Blood Mage's Blood Healing spell.
- [CLASS] Beast King now gives +str, +healing, +first strike to animal units.
- [EQUIPMENT] Flying Carpet is changed to Mount category so Malakim Carpet Riders (and other units) can use other accessory.
- [EVENT] Fixed Nietz Bandit Lord event option 3 (when you recruit him).
- [EVENT] Finding a Witch event gives you either +1 permanent happiness (if you kill the Witch) or 1 Adept with Blood Mage class (if you spare the Witch).
- [EVENT] Harpy Bard event gives you either +1 permanent happiness (if you kill the harpy) or 1 Great Artist with 15 turns of revolt (if you let it).
- [GAME] Increased map size a little bit.
- [GAME] Hill Giants lost Bombard and gain Collateral Damage.
- [GAME] Ars Moriendi now has Hero promotion and hostile combat aura.
- [GAME] Mary is immune to Diseased, Plagued and Withered.
- [GAME] Reduced Blood of Dragon's drop rate.
- [GAME] Changes the spawn rates for various barbarian lairs to increase diversity.
- [GAME] Not really a bug, just information: capturing slave/animal/domination only works when you have unit supply left.
- [GUILD] Good leaders are blocked from Way of the Wicked and Malevolent Designs (Neutral can still research them).
- [GUILD] Good leaders can choose between Righteousness or Commune with Nature.
- [GUILD] Good leaders are blocked from Slaver's Guild.
- [GUILD] Evil leaders are blocked from Way of the Wise and Righteousness (Neutral can still research them).
- [GUILD] Evil leaders can choose between Malevolent Designs or Commune with Nature.
- [GUILD] Evil leaders are blocked from Healer's Circle.
- [GUILD] Aristrakh is blocked from Commune with Nature.
- [GUILD] Neutral leaders can choose between Way of the Wise and Way of the Wicked.
- [GUILD] Neutral leaders can choose between Righteousness, Commune with Nature or Malevolent Designs.
- [GUILD] All Druids and their UUs now require Commune with Nature in Priest's Guild, instead of Ranger's Guild tech.
- [GUILD] Merchant's Guild's Explorer's Hall gives +10xp for units created in the city.
- [GUILD] Slaver's Forbidden Enclave makes Quarries produce +2 stone.
- [GUILD] Fixed Slaver's Fireseer's combat aura.
- [GUILD] Esus' Unseen Blade gain "no bad goodies" when exploring huts.
- [GUILD] Esus' Cloak of Shadow is pushed back at Prayer of Defilement. It negates city defense, thus very strong.
- [GUILD] Esus' Gibbon Goetia is arcane unit with 0 attack/10 defense.
- [GUILD] Gibbon Goetia can change into other, stronger, unit in one tile radius. Warning: changing form removes Gibbon's existing promotions and equiments. It is also permanent (well, until you change again). It also makes Gibbon unable to go through rival territory!
- [IMPROVEMENT] Fixed missing cottage line graphics for Grigori (and maybe other civs).
- [IMPROVEMENT] Hamlet gives +1 culture for controlling city. Can be built in Swamp.
- [IMPROVEMENT] Village gives +2 culture for controlling city. Unhealth goes down from 1.5 to 1.00.
- [IMPROVEMENT] Town gives +3 culture for controlling city.
- [IMPROVEMENT] Enclave gives +5 culture for controlling city.
- [IMPROVEMENT] Fort is buildable in Wasteland, Sordid Plains and Dark Moors.
- [MAGIC] Fixed pink button for Chaos Magic's Bloodthirsty promotion.
- [PROMOTION] Buff promotions in Archery discipline.
- [PROMOTION] Open more existing promotions for Animal and Beast.
- [PROMOTOIN] Animals and Beasts can acquire Mobility 2 after getting Mobility 1.
- [PROMOTION] Renamed "Divine" into "Concentration", gives +1 combat aura range to Disciple units.
- [PROMOTION] Renamed "Divine Potency" into "Spiritualism", gives +1 combat aura range +4 target to Disciple units.
- [PROMOTION] Potency gives 30% chance to gain xp, +10 spell damage, +30% spell target.
- [PROMOTION] Mages can learn "Spell Strike I-III" promotions (reduce enemy magic resistance, increase spell damage).
- [PROMOTION] Illusionist promotion gives 25% chance to get Hidden per turn.
- [RELIGION] Arete Civic gives +2 commerce/+2 stone to Quarries.



 
If you have error: GFC Error: failed to initialize primary control theme, try to rename the folder into "Master of Mana".
Which folder am I supposed to rename? If it's the main folder for the mod, it was installed named Master of Mana
 
Which folder am I supposed to rename? If it's the main folder for the mod, it was installed named Master of Mana
The main folder should be Master of Mana. If you have that and are still having error, did you put the other folders in their correct path?

Firaxis Games/Sid's Meier Civilization/Beyond the Sword/Mods/Master of Mana/Assets/ or something like that?
 
I do have a question. Mazatl Lizarman Shaper (UU druid) requires neutral? but mazatl have single leader and it is good one
Mazatl Gardener UU worker takes support while normal worker is not
 
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I played Hafgan the Purger (Clan of Embers) as a change of pace and of course made a sad mess of things (not a good match with my playing style!). Fortunately, a Great Engineer was born, and in desperation, I built the Mercurian Gate and switched to Basium (Yay!).

After an astonishing come-from-behind victory, I wonder that there isn't a unit cap (or at least an expensive cost to upgrade) for the Seraphs. Their ability to be reborn allows repeated "suicide" attacks when close to home. A dozen of these can quickly wreck most attacks and come out more experienced, since they survive with all their gear when defeated. Just a thought...
 
After an astonishing come-from-behind victory, I wonder that there isn't a unit cap (or at least an expensive cost to upgrade) for the Seraphs. Their ability to be reborn allows repeated "suicide" attacks when close to home. A dozen of these can quickly wreck most attacks and come out more experienced, since they survive with all their gear when defeated. Just a thought...
There are several arguments that make me reluctant to limit the high angels:
- These angels are Mercurians' high end units.
- They are scattered all over tech trees; I think mostly Mercurians player will gain two types of high angels at most.
- Seraph requires Immortality, which is an end game tech, so in my opinion they should be powerful.

Rather than limiting the number of Seraphs, how about increasing required level to, say, 6? Angels need to be level 6 before player can upgrade them to Seraphs.
Or, maybe removing Mobility I from the Seraphs?

I do have a question. Mazatl Lizarman Shaper (UU druid) requires neutral? but mazatl have single leader and it is good one
Lizardman Shaper will ignore alignment, thus Good Mazatl or Neutral/Evil Clan of Embers can build the unit.

Mazatl Gardener UU worker takes support while normal worker is not
Fixed.
 
There are several arguments that make me reluctant to limit the high angels:
- These angels are Mercurians' high end units.
- They are scattered all over tech trees; I think mostly Mercurians player will gain two types of high angels at most.
- Seraph requires Immortality, which is an end game tech, so in my opinion they should be powerful.

Rather than limiting the number of Seraphs, how about increasing required level to, say, 6? Angels need to be level 6 before player can upgrade them to Seraphs.
Or, maybe removing Mobility I from the Seraphs?

The trouble with the level 6 idea is that when experienced Good-aligned troops are slain in the world, they are reborn to the Mercurians as high level angels. With Herbalism, level 6 is rather easy to reach with potions, as well. I'd favor changing the 5 gold upgrade cost to 500 gold or so.
 
The trouble with the level 6 idea is that when experienced Good-aligned troops are slain in the world, they are reborn to the Mercurians as high level angels. With Herbalism, level 6 is rather easy to reach with potions, as well. I'd favor changing the 5 gold upgrade cost to 500 gold or so.


all this mercurain stuff now need serious investement and it aint cheap, tried mercurians myself too. Tough to start yes, had to "suicide" basium several times for XP vs barbs but as soon as you "catch the wind " - basium steamrolls, yeah, thats how basium plays at every ffh 2 ( mod).
 
Wanted to ask few questions about Illians. Their disciple units are bit strange.

Frost maiden and Priest of Winter (same with mazatl Priests) chosen for Divine disc cant take Dark Priest nor Hierophant class, it offers Justicar instead. Also their auras have effect and range but not number of targets and they seem to affect noone ? Mazatl priests do not have aura at all (maybe as intended)
 

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Also their auras have effect and range but not number of targets and they seem to affect noone ?
Frostmaidens and Priests of Winter's aura affects all hostile enemy within range, reducing their cold resistance. It should be visible when you hover on enemy unit within their range. I can't check it now but I think their aura works.

Priests of OO have similar effects on their auras.

Mazatl priests do not have aura at all (maybe as intended)
This is an oversight. They should have auras.
 
I do have unit suffering from gaping wound forever despite medic 2 stationed in city with him

Frostmaiden and Priest of Winter aura states it reduces cold damage taken so I do hope it doesnt affect enemies around :D EDIT : Yes it does that :D
 

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I do have unit suffering from gaping wound forever despite medic 2 stationed in city with him

Frostmaiden and Priest of Winter aura states it reduces cold damage taken so I do hope it doesnt affect enemies around :D EDIT : Yes it does that :D
Yes, the code is healing units first then wounding them, making Gaping Wound eternal. This is fixed in the next version.

Combat auras' tool tips are for buff effect, so debuff auras (like Frostmaiden's) have strange tool tips. Their effects are the reverse of the tool tips (instead of reducing cold damage from friendly units, it is reducing cold resistance from hostile units).
 
AI is culture flipping my cities ( and not mad clowns civ but elohim), LOL ! Good tactics !
 
AI is culture flipping my cities ( and not mad clowns civ but elohim), LOL ! Good tactics !
Speaking of elohim. I personally think they're a bit too strong currently. I haven't played them myself recently, but the AI is doing significantly better with them than with other civilizations. On the scoreboard they are always like 200 points better than the second best AI.
 
Speaking of elohim. I personally think they're a bit too strong currently. I haven't played them myself recently, but the AI is doing significantly better with them than with other civilizations. On the scoreboard they are always like 200 points better than the second best AI.

Agreed. They - elohim shine at every situation, some civs can't ... illians at non winter, malakim non desert, golems alwas are at the top, lanun too - a bit of surprisingly. Aosi is always badass - I'd tweak their autoterraforming to rituals.
 
Elohim short AAR:

In my last game with Grigorie, Elohim gave me a hard time conquering them. First their World Spell buyed them time, second they had about 10 life-mana early midgame and lots of unique features making their early Angel units (2 life Affinity + 100% str near unique features) 50 str monsters. So i decidet to give them a try.

As usually I play MOM Mapscript, size Human, speed quick. I play on deity and usally restart 3-4 times to get an good starting location. With Elohim one can see all unique Features from the beginning. With my second try i started near Remnants of Patria unique feature. I had to walk for three turns but could settle my first city next to it. It was 3 Food 7 Hammers kick start.

http://imgur.com/fAU60Og

Since the spot was in hight wilderness area i started pumping out monks to defend my improvements. Than i realized that these guy start with three Movement (with mobility one from Leader), a weapon, and a bunch of nice promotions, including the amazing quick learner. They really made quick work of all invading barbarians and started farming the the nearby camps and citys. By Turn 45 most of my 10 Monks had EXP way beyond 100.

http://imgur.com/FgjdYFl

I expanded a little to get some more culture und research and continued Farming.

http://imgur.com/Le0eiRC

In about Turn 90 I captured a scopion and decidet it was a good oppotunity to start conquering. With the poison, two military techs and 2 from justicar Promotion the base strength of my monks was 15 by that time, they had 4 movement and mostly about 300 EXP.

http://imgur.com/VTlsT2p

I decleared my first war in Turn 97, and endet the game in Turn 124 by conquering the last enemy city. My top tier monk with attached commander had 700EXP by that time.

http://imgur.com/VXh6FAx
http://imgur.com/fuMANif

So in the end i didn`t even use any of the Elohim features to win the game, just their Monks are so good, nothing else is needed.
 
Monk has the ability of "+50% strength when near a unique feature", but how near is consider "near"? Within 2 tiles?
 
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