For the first time in Disciples' history a new playable race is being added to the four existing races. The Elves bring new spells, new units, a new capital, a new terrain type and a new source of mana. The Elves stand-alone expansion pack also includes new boss characters, new artifacts, new landmarks and new music for all races. Improvements have also been made on the original gameplay and map making systems of Disciples II Dark Prophecy and the companion expansion packs; Guardians of the Light and Servants of the Dark.
Greetings ,I GAVE CERTAIN units more armor and modified elven units stats, I also changed the name Empire to Eutopia(Empire sounded to aggressive and expansionist, did not fit the theme it had), also modified the map with Kadrath's Fall, made it harder ! I made this mod for the sake of reason in disciples, and with the need of balance in mind ! It was also done to help some units to become more relevant, or less overpowered ! Just be sure to make a backup of your Globals folder in the you wanna revert changes. A thing worth mentioning is that all leader units now cost 350, I don't see why a pegasus knight should be more expensive than a rod planter, or Baroness, they have the biggest titles in their factions and require lots of training. Thieves no longer have a leadership of 1, this created a bug when the thief'hero' was dead,enemy capital was conquered, and he still tried to perform actions on you(too bad).But I gave them all a poison attack, which is normal for such characters.
Installation of special features :
Enhanced maps: The maps with the name "Enhanced" on them were modified to be more challenging. plus a few other additions !
Edit :
Names of certain units and guardians was changed to suit a more standard role.
Dwarf lord was improved !
Doppelganger, transform-self, transform-other, drain-level and summon attacks to produce leveled versions of units
The number of campaign scenario items you can carry was raised to 7 from 5.
Critical hit damage was raised from 5 to 25 %(it was worthless before)
Devil units were given more initiative, within reasonable limits.
More armor was given to certain units, especially neutrals, regeneration and hp.
Now the guardians need to be protected even more, powerful as they may be, their source of power for their attack has their own respective elements.
The dark elves are now faster but have a weaker attack ! Goblins are also faster(higher initiative) but their attack remains the same ! Goblins are usually just as fast as elves(sometimes faster).Goblins are basically like monkeys, so them being slow makes no sense, lore-wise or any other reason.
I made a better balance for elven strider and elven charger !
The elven charger has only one attack but also a critical and levels up more easily !
The elven strider elite has two attacks with a critical but levels up more slowly.
Eutopia : Eutopia [Noun] 'A place of well-being, as a practical aspiration (​compared with utopia as an impossible concept).You can't make a game 100 %, but striving for it reasonably is the best balance!
Pegasus knight now has 200 hitpoints, starts with 15 armor,
(I hated the idea of a pegasus knight starting with 0 armor, when he obviously had armor on him,
also gave him more hitpoints because he is twice the man compared to a squire).
The Pegasus knight is made to look like Hercules(Flying horse and incredible strength) so I gave him a critical hit .
Now you have reasons NOT to replace a knight with a scout
Archmage now has 2 leadership, instead of 3, because leadership is not the main focus of a mage, magic is(spells, scrolls, orbs)
so being less good in leadership does not make them as overpowered anymore.
Scout - Now has 5 armor(as archers normally do wear some armor, especially lords)
Arch-angel now can heal everyone with 20 hitpoints and has cure, also starts with 2 leadership, this was they will not be easy prey for summoned creatures
Knight- I gave him 10 to armor(because knights do wear that), and his model also has armor(I HATE IT when creatures have armor on them but the stats say they have 0 armor
numbers are very important in such games, as to all)
Imperial knight- Now has 15 armor
Angel- Angels were pretty much useless, so I gave them 25 to armor(less than a paladin because angels still need to fly) and the source of their attack is now Air.
This makes them a unique units in the game, as no other creature(other than guardians) has air as a source for it's attack, and angels are supposed to be special)
Paladin - He has 35 armor, as it is normal
Defender of faith -He is know a Thunderknight, much cooler and interesting, I also wanted something fresh and new, different from the faces these Empire knights have( boring faces of old people, I think it's a stupid design choice, old people don't really fight, they retire), and he also has shatter and 35 armor, plus a critical hit.
Holy avenger - Now has 15 armor(because he is a knight), his attack is basically what you get is you split the Defender of Faith's attack in 2, get it ?
Basically, the Holy Avenger is a imperial knight who attacks twice (has the same stats).
Titan- Didn't really like the titan model, so now he has the Living Armor model and 10 to armor, so he wouldn't be overpowered.
THIEF- I modified the thief, being a guildmaster was pretty much useless late game, everyone just went with a mage lord,
so I gave the thief a much more bigger change of success for an assasination attempt ! This way having a
guildmaster lord is actually worthwhile.
Spearman - Gave him 10 armor, because spearmen had armor, and his model has armor.
Guardian(Didn't see this coming, did ya ?)- I hated the idea of an angel guarding a capital, so I gave him the model of a thunder knight(Sir Allemon, that's how I call them)
I also gave him 300 to his attack, and can attack only ONE unit, I also lowered his hitpoints to 500, now you are more determined to defend your capital. The source of his attack is "weapon" and now has shatter and critical hit !
Elementalist -> Is now an Archangel, he has mastered the air and requires only a gesture. Has 10 armor
Mountain clans :
King's guard - He now starts with 15 armor and 275 health, he also has a critical hit with his attack
Gave him the critical hit for the same reasons as to the Pegasus knight and the elf knight, it's a mixture of the
fact that he should have decent strength and a well forged weapon.
Champion - Now has 45 initiative and 5 to armor
Dwarf- Has 5 to armor
Warrior- Has 10 to armor
Veteran - Has 15 to armor
Venerable warrior - Has 15 to armor
Son of Ymir - Has 15 to armor (because his model has armor)
Rune Master - Has 15 to armor
Forge Guardian - Has 10 to armor
Dwarf King - Renamed to dwarf lord, has his normal 35 to armor, but I gave him 45 inititive(instead of 20), because his stats made him kinda worthless(never used him), has 300hp(instead of 250) and a 150 attack damage and a critical hit.
Now you will think twice before choosing that Rune Master in that "It's time to choose" moment.
Guardian- Now has a close combat attack and deals 300 damage, and has 500 hp. The source of his attack is "weapon" and now has shatter and critical hit !
Undead hordes :
Death knight- Now has 200 health, 15 to armor AND POISON attack(his sword did have a green glow to it)
I gave him poison attack because death knights are known for playing dirty
Lich Queen - Now has 2 leadership
Nosferat- Now has 10 to armor(because he has armor on him)
Banshee
Dark Lord - Now has 15 to armor for obvious reasons, they have armor on them and no one sends such valuable fighters in battle without armor
Phantom warrior - Now has 10 armor for similar reasons .
Elder Vampire - Now has 10 to armor, because he has a red armor on him
All undead dragons, with the exception of the Wyvern, now have 15 to armor, because dragons have natural scale armor.
Banshee - Can now paralyze ALL, but her change is lowered to 30 %
Guardian - Now has 400 hp and 125 to attack, the old model wasn't bad, but a newer one was required,
so I gave him Dark Lachal'an's model. I was actually thinking of making a vampire guardian, but this one will do(for the moment) . The source of his attack is death !
Legiones of the Damned :
Duke - Now has 200 hp and a BLISTER attack, because he is basically a miniature overlord who also carries a INFERNAL sword, making him even cooler than he was, has 15 armor
Now you will think twice before always using a mage or scout hero before a close-combat lord, they should be specially made to always hit the hardest, even if
they cannot do it from afar, or attack multiple enemies at once.
The Duke's text now describes him as being strong, instead of warlike
Archdevil - Now has 2 leadership, because mages spend more time studying their crafty magic, orbs and scrolls, rather than squad leadership.
Baroness - Can now use fear on all units, but the chance is reduced to 30 %, as with the Banshee
Possessed - 5 to armor
Berserker - 10 to armor
Anti-Paladin - 15 to armor ( it pains me to see him with 0 armor)
Infernal knight - 25 to armor - Has 30 % regeneration, all other reptile-like devils have 10 % regeneration
Guardian - 450 hp and 100 damage, also gave him 5 % more regeneration, because demons should have regeneration(them being draconian and not having healers). The source for the power of his attack is "fire" !
All legion of the damned units who are devils(or fiery reptiles, with the exception of anti-paladins, berserkers, demonologists etc) have a + 15 % regeneration rate
This is to compensate the fact that the legions have no means of healing, not even spells ! And it's also to work for the sake of lore accuracy in regards to how devils function in myths, because they are naturally good at regeneration like the dragons they are being associated with ! I made the legions a little stronger because they were kinda weak without their spells, and a faction shouldn't be that reliant on spells.
Elven alliance :
Knight (Former forest liege, never liked the name) - Now has 185 hitpoints and 15 to armor, has shatter attack, as his swords have a critical hit. Elves are known to be good when it comes to forging, not just using bows and magic
Guardian - Has 5 to armor !
Mage(Dryad) - Now has 2 to leadership
Archon - Now has 5 to armor, as even lore addressed this and said that they wore armor(his model also has armor)
Centaur lancer - Became elven Lancer -5 armor
Centaur Charger- Became elven Charger - 20 armor and 40 damage + critical damage
Centaur strider - Became elven Strider - 10 armor and 20 damage + twice attack
Centaur Savage - Became elven Strider Elite - 10 armor and 25 damage + twice attac + critical damaged
All of them have the normal 65 initiative
Always hated how elves did not use other elves for close combat, I really like seeing them fighting in melee, now you can use a full elf army, the centaurs can be recruited from the recruiting post the elves have near their capitol in Wrath of Nevendaar.
Marauder renamed to Elite Ranger, now requires 2000 xp to level up instead of 2600
People were using Brigand instead of Marauder because he could level up faster
Brigand renamed to Enforcer
Bandit renamed to Interceptor
Hunter renamed to Ranger, now has 65 initiative instead of 60(Never realized why he needed to have lower initiative than a scout
even his animation moves faster)
Sentry - Now has 10 to armor(his model wears some)
Stinger - Now has 65 initiative instead of 60 - Never saw any reason to use him, so since he is faster he can be used more often.
Warden - Armor is now set to 10
Guardian - Now the guardian is a elven noble, so basically an elven king with 400 hp and 125 to attack !
While not as many hitpoints as a human thunder knight guardian(for obvious reasons, he is a knight)
Or as many hitpoints as Ashkael(demons are tough by default) who has 450 hp and 100 to attack,I do not follow the "elves have less hp" idea. The source for the power of his attack is "air" !
Or as many as Vithar(guy is basically a giant)
He is as strong as the undead hordes guardian
His 400 hp has nothing to do with the fact that he is an elf, but his occupation(mage)
Dragons - Now all dragons have 15 to armor because of their natural scale armor.
The neutral Centaur lancer now has some armor .
Lizardman - Now has 55 initiative, because lizard people should be fast, that's how lizards are. I also gave him a + 15% regeneration rate.
Medusa has 5 to armor.
As I said earlier, reptiles should have such regeneration, it's natural for them and it's lore wise .
Merman - Has 10 to armor, because he obviously wears armor, it's quite balanced this way,
each polar opposite (lizard people and sea people) get 5 to something.
Mermaid has 5 to armor !
Sea serpent has 10 to armor !
Kraken has more HP .
All tribal units were renamed and now have 5 to armor, except the shamaness.
Greenskins : Orc, Orc champion , Cyclops, Ogre, Orc King have + 50hp, it did not seem right for a orc to have as much hp as a lizardman. Goblins now have more initiative, like their lore counterparts!
I also added 3 maps with my improved version of them, much more interactive and challenging
Especially Wrath of Nevendaar (Nyullokth's Vengeance) were many factions exist which will spawn parties each 11 turns until their home city is owned by a faction
Each faction can also recruit units from their own unit tree at the mercenary post, and only they can use those mercenary posts
You can recruit all units, except the ones you get at the highest level (like infernal knights, angels, phantom warriors, centaur lancers)
To get the highest level units you will have to make all buildings and level them up, but it normally makes sense for an army to be able to recruit any type
of unit it can afford, except veterans, those require experience.
Elves can recruit any type of dragon, they are known in the lore for doing this, except the Death Dragon, as that one is reserved for the Undead. I really hated how the game is basically over once you kill their own squads, so now each faction can hire powerful units from mercenary camps. Not to mention all the neutral factions out there !
There are mercenary camps across the map from which you can recruit lizards people and barbarion units(from the same buildings, they usually work in teams in the lore)
There is another mercenary camp from which you can recruit greenskins and neutral humans.
Each faction also has a sort of "minning income" , in accordance to their faction, every 2 turns :
Empire- sapphire
Legion- ruby
Elves- Emerald
Undead hordes- Bronze ring
I like how 3 out of 5 factions are basically habited by humans :
Undead hordes are habited by human necromancers who can become vampires or liches and other men who become black monks(who master the elements) and are being guided by ghosts(it"s why they have banshee as a rod planter)
Legions of the damned have human demonologists and anti-paladins who can become devils and are being led by devils.
Empire has human paladins and healers who are being guided by angels(it"s why they have an arch-angel as a rod planter) and can become angels if they want.
Non humans :
Then you have the elves who are just lead by nobles and guided by oracles/sages
And dwarves who are being guided(not lead) by lore masters.
So to narrow it down :
Undead hordes -> even in lore it's seen that ghosts/wraiths guide them, ghosts and wraiths are basically the "angels" of the undead
Legion of the Damned ->Devils who lead their humans
Elves- Have sages, elves do not require to become ghosts or devils, they already are their own thing
They are as long lived as angels or devils(more or less)
Mountain clans -They have giants and lore masters to guide them
Empire-> Has angels to guide them, but something is fishy and always bothered me !
Look at the undead, their humans can become necromancers, and then vampires or liches, or wraiths/ghosts
Legion of the damned humans can become demonologists(their version of mage)-doppelgangers->incubus->pandemoneus -> modeus
Their female mages become witches->hags->sucubus
And then we have the Empire - Their knights can evolve into angels, in the same way the anti-paladin can become a infernal knight !
But I always hated how human mages cannot becomes angels, in the same way human demonologists can become devils(incubus, pandemoneus etc) or the way by which
a necromancer can become a vampire, lich or wraith.
So what I did was to create an archangel unit out of the useless elementalist ! So now your mages can also become archangels who mastered the air !
They only require a gesture!
STATS ARE THE BASIS !
how to fix mss23.dll missing?
- In your case only mss32.dll can be missing, the original file can only be recovered if you reinstall/repair the game if you deleted it as the mod gives it's own version of the file with the added special features.
Installation of special features :Installation:Rename original mss32.dll to mss23.dll;Copy mss32.dll from this repository to game folder;Copy Scripts folder to the game folder.Deinstallation:Delete mss32.dll;Rename mss23.dll back to mss32.dll;Delete Scripts folder from the game folder.
Do I need to get all of your mods one the after the other, or does the most recent one work on it's own?
I'm having trouble getting it to work, the .exe file's type can't recognised when I try to run it.
No, those are just old archives, the last/current version is all you need.
What does the error say ?
Hi, my problem is with mss32.dll proxy message :
Failed to determinated target exe type
Cause: Operation has been executed
After that app (0xc0000142) cant run properly.