Here are the credits for all the mod makers who made the original mods I was used as a template or taken skills to merge into this mod:

OneZocom - PURE INCARNATION 1.3 ( the original mod that served as a base for this mod can be found here )

wshhhh - Disciples Reincarnation Tactics Alpha 1.01 ( this mod has many new and interesting skills that I merged into this mod, but I had made many changes to them to better fit my taste. Original mod can be found here )

hirao - Hirao's Good Old Days ( this mod also has some new skills that I changed and merged and I highly recommend the sound version that makes the battles more immersive and also frees up ~1gb space for you. Can be found here )

fawahar - Defenders of the Faith ( found a few interesting skills in this mod as well and after a few tweaks to them I merged those skills into here as well. Original mod can be found here )

Mod changes:

- Every attribute now effects 2 or more stats for each unit. For example: strenght will affect damage and maximum healt as well.

- Over a 100+ new skills were added by the base PURE INCARNATION mod and I have added even more from the other mods. The total number maybe ~150 new skills(?) I am not sure to be honest, but there is a lot for sure.

- Economy is overhauled. Buildings cost more gold and even more stone to upgrade. Units are way more expensive. All equipment and potions have their cost increased,spells costs more mana to learn and cast. You will get more resource income from all sources,but with the increased costs to every item you will not end up swiming in gold by turn 20 while not having anything to spend on. To have something to spend your gold on all the potions which give attribute point increase or magic/weapon resistance buffs are now have their effect set to be permament.

- Each playable faction units have a new passive skill that gives them bonuses and penalties to differentiate them so they feel more unique in a way. The skill also gives a flat +50% experience boost to speed up the leveling process, so you don't need to clean the whole map just to have 1 fully kitted out army.

factionpassive

- Every unit also has some experience bonus to start with on top of the faction passive +50%. However these bonuses will increase as the unit leves up. With these exp bonuses you can have multiple armies up and running at once.

- All units have an extensive skill progression tree now with many new passive and active skills. Unit levels are streamlined, no more nonsence jumps in levels between unit tires ( T1 unit is lvl1, T2 unit is lvl2 etc). With these changes even a starting unit can be usefull in the mid/late game if you choose not to transform them to their next tier. And many skills will only be unlocked if the unit was locked out of upgading to it's next form.

T1 is the starting unit that can be recruited by defeault.

Max lvl and transform to another tier for units are changed by the following numbers:

T1 max lvl 30, transform to T2 at lvl 11

T2 max lvl 50, transform to T3 at lvl 15

T3 max lvl 100, transform to T4 at lvl 20

T4 max lvl 200, transform to T5 at lvl 25

T5 max lvl is 200

- Summoned units are set at lvl 15 and their skills are unlocked to match their lvl.Global map summons are removed only in the actuall battles you can summon from runes or skills.

- Buffs and debuffs are much more impactfull now with additional effects. The stronger effects lasts only for a few turns, but most of them can't be dispelled. Global map damaging spells are dealing higher damage now and the lvl of the spell also increase it's damage output.

- All playable factions have acces to recruit neutral units which fits their theme, this can give your armies more variety and you can even get Dragons to take with you if you have the gold and the leadership for them. I have created a new uint for the legion, the "Fire Elemental". It's alsmost the same as the Air Elemental, but it deals more damage,have different resistance stats and has less health.

- Expanded the neutral units pool with 3 "Rebel" units. These are re-textured empire units with slightly adjusted attributes. Added 1 more spider variant,the Red Spider.

- Some other units have also been re-textured to better distinguish them from their original counterparts.

- Adjusted the size for some of the bigger units like the Titan, Troll, Giant and all the Dragons so they won't take up 80% of the screen space. Some of these large units have either area damage or they have bigger reach. However all the large units now have their leadership cost changed from 2 to 3 or even higher, the Troll for example cost 6 leadership.

- Equipments have been overhauled. Now they give more bonuses to your leaders which is necessary since the leaders are weaker by defeault and they main power boosts now comes from equipment instead of level up passive skills.

- Thieves have a new skill that gives you 100 gold each time the Thief kills a unit by defeault. That can be increased to 500 gold per kill as the Thief leves up. Other leaders can also get this skill, but they can make 200 gold per kill.

- New leader for all faction with the main function to be a delivery leader. It has twice the movment range to cover greate distances. Using one of these leaders your main armies can push deeper in the map without the need to retreat to a city for selling some items or exchange equipment pieces with each other.

- More unit variety and lvl disparity in dungeons and increased resource gained from clearing dungeons.

Campaign map changes:

- This is an ongoing part of the mod. Currently only the Empire Campaign maps were edited. I recommend to use the "Mage" lord when starting a new campaign so you can cast more buffs and debuffs. The main goal is to make every campaign map more challenging so you won't face lvl 2 enemy units at the late game when you have a fully upgraded army. To achive this I have gradually increased the levels of enemy armies on the maps. The further you go from your starting point the higher the level of the enemy armies will become. This would make the game to actually be harder especially on hard difficulty since I have added extra units to many armies that can only appear if you play on hard difficulty.

- More armies can be found on all the edited maps, some of the armies now can drop more loot such as potions,runes,junk items or equipment pieces.

- Added 3 new armor sets. These can be collected by progressing trough the story and searching the maps. These sets has very powerful stat lines, but they have requirements to equip them.

- Story related armies are also become much higher lvl and sometimes they can have a few extra units in their armies. Added low lvl dungeons close to the starting point of each map. These can be farmed for experience to lvl up additional armies or you can use a Thief to farm gold by killing enemies in these dungeons. By this way you can earn 500 or 3000 gold just by killing enemies in the dungeon with the Thief.

- You can find a new mercenary building on each map from which you can recruit T2 and some T3 units of your faction, for a price. This building has a glowing blue marker in front of it so you can find it more easly. Currently only the Empire has this building, called "Empire Outpost". Later down the line as I progress with the rest of the factions they will get their unique mercenary buildings as well.

There are propably more stuff that I have forgotten about tbh, but I want to say that the campaign changes are optional. However if you decide to try them keep in mind thet these maps are made to be played with this mod only. Switching to another mod may cause issues. Also these changes are not final at all and I am still testing and fine tunin them, but any changes to the map files require a new game start to take effect. Ongoing campaign saves won't be effected by these changes. My guess is the data from the maps are stored in the save files once the campaign is started.

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PURE INCARNATION unoffical expansion 0.1

PURE INCARNATION unoffical expansion 0.1

Patch

How to install: 1.Unpack "PURE INCARNATION unoffical 0.1.rar". 2.Put "PURE INCARNATION unoffical 0.1.vdpack" into "\My Documents\My Games\Disciples Reincarnation\Mods...

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