I bought the Caster DLC and played a little bit.
For those of you who haven't had the chance to play the new version yet, here are some things I've noticed.
1) The retort system has been overhauled.
I played with Omniscience and chose a book from 4 different realms and got huge benefits from it. Production, max.population, etc
2)You can no longer do the "build weapons and destroy for a profit" scheme, but it's no longer necessary. You can no longer build weapons for 25% of the.price, and Artificer does NOT come with Build Artifact.
Magic power comes much more easily to come by with the Magic Market building, plus the retort that replaces Divine Power and adds a big buff.
3)Paladins no longer have magic immunity!!!! Big thing here.
You can't build a stack of buffed Paladins and run rampant anymore. Not sure I like this one. They were always vulnerable to slingers, though.
4) Magic resistance has been nerfed. A simple fireball from a magician does more damage. And even though the Paladins still have 7-8 resistance, they still get hurt by simple magic missiles.
Magicians and even Priests now do better damage, but units have been given more movement points per turn, so even swordsmen can come at you quicker.
I believe this was meant to balance out, but I think some units move too quickly. Fire Giants, for example, now have 4 ammo to shoot, but also have 4 movement units.
One enemy wizard decided to start pilfering mana from my mana points pool. It would not stop. I even took all my magic base and put them on Research and let my mana crystals get emptied, and whoever wizard was stealing them, continued to do so, no matter the fact I had none left and wasn't generating any per turn.
This needs to be fixed.
One great thing I noticed is that the turns go by quicker! The enemy wizards don't seem to make tons of boats for no reason, which I think was the reason why turns could take so long.
Buildings have been overhauled and depending on the retorts you chose, it is much quicker to.build up your city.
The game seems to have been changed to speed up gameplay.
Wizards don't keep peace for long. They still attack your units in your territory, and then ask you to exchange spells like nothing happened. This is probably something Seravy could not fix due to not having the source code. But they are still aggressive and still expand like no tomorrow.
Me, I liked having 3-4 cities and spamming the map with Paladins, or having Zoldron and a couple others go around destroying everything on the map.
I will have to adjust my strategy. It is less easy to win battles and enemies still come at you quicker. But at least you can build up your cities quicker and get food and gold supply going and build up strong armies quicker also.
I also noticed that no wizard seemed to have started on Myrror plane. Usually every game would have Sss'ra on Myrror and the other 3 on Arcanus.
Myrror retort also is ONE pick now.
Hopefully one day, someone will be able to alter the game further and provide us with much bigger maps. I don't mind being an expansionist, but when the map is small, and enemies expand quickly, you learn to stay small and build a stack of heroes.
Also, since weapons are more expensive to make, and units are easier to kill, it almost doesn't seem worth it to spend vast resources on building a hero army. However, both magic power AND casting skill seems to be greatly buffed, it may still be worth it.
Like I said, I only got part way into the new game, but these are just my observations from what I've seen so far.
Also, I.would still suggest that Mana Stealing be nerfed, or altered, and would also like to see Paladins with slightly better magic resistance, and also, please add Counter Magic back to the Level 1 Sorcery Spells so starting with 1 Sorcery Book can afford you this much needed skill.
One other thing I had forgotten - the ONLY reason I ever grab a book of Life magic, is to get the Guardian Spirit - so that I wouldn't have to defend my nodes.
It seems the Guardian's high chance of killing enemy spirits is gone. In fact, it seems that any magic spirit can meld right over it and take it on first try. Not sure I like this change. This has always been one of the best selling points for using Life.
Prosperity was always a decent one, but not too sure what its role will be with these changes. It used to be a late-game spell, as building up your cities took so long, and you'd just use the money to buy another city or a few stacks of Paladins.
Cities can be built up much quicker, so not sure there is as much a role in the game for tons of gold. It would work if the map were bigger and you could use more gold for more expansion.
But right now, I think Life could use the Guardian Spirit's special ability. Especially when enemies immediately attack anything that comes out of your city.
Thanks again for reading, and thanks to Seravy for all the time and effort he's spent in keeping this great game relevant.
Oh. Rakir The Beastmaster now has a bow and arrow. Thought that was neat.

