IF YOU ARE USING A STEAM RELEASE, DO NOT REPLACE THE Discipl2.exe EXECUTABLE FILE WHEN INSTALLING THE MOD.
- Dwarf rebalance
- Undead fixes
- Legion fixes
- Typo fixes
- Potion buffs
- The AI has been given a few boosts and buffs in various areas
- Thieves were functionally improved. They are now more expensive, but also pack twice the HP and damage, and boast higher success rates than vanilla thieves did.
- Various level-up progressions were toned down.
- Empire units and leaders were given a slight balance pass to make them stand out a bit better against neutrals and other factions;
- Griffins are back in place of Ents.
THIEVES AND BALANCE. HARD HARDER.
IF YOU ARE USING A STEAM RELEASE DO NOT REPLACE THE Discipl2.exe EXECUTABLE FILE WHEN INSTALLING THE MOD.
- Typo fixes
- Potion buffs
- Empire, Dwarves, Legion and Undead had some progressions for units fixed. Previously there were some inconsistencies.
- The AI has been given a few boosts and buffs in various areas, which hopefully should make it a more competent combatant; it should prioritize the player's stacks more.
- Thieves were functionally improved. They are now more expensive, but also pack twice the HP and damage, and boast higher success rates than vanilla thieves did. This should allow them to stand up to the boosted leaders in duels.
- Various levelup progressions were toned down. The problem in the previous versions was that both leaders and units scaled too quickly in levels, making them too strong too fast. This made the later game missions a little bit too easy. Now units will scale at roughly the same rate as in vanilla, but their base stats are higher, which should make them still stronger and more distinct.
- Empire units and leaders were given a slight balance pass to make them stand out a bit better against neutrals and other factions; they are now slightly faster, somewhere between demons and elves
- Griffins are back in place of Ents. I wasn't happy with the way elves were reusing the summon unit twice. Maybe in the future I will come up with a better way to handle new units.
After trying out this mod for a few days I noticed it's possible to get stuck in combat if you are using Empire's single target healers. They get 2 heals and if every unit is in full health after the 1st heal, your only option to progress in combat seems to be to press "Auto battle" and after the healer defends, quickly cancel it.
Yeah, that happens sometimes, nothing I can do about it. The AI doesn't get stuck so just use AB to get past the hump. Just tap A on your keyboard twice
In the Mod Followers of God they actually solved it by somehow giving units with double attack ability to use defend command even with second attack (which makes them pretty dope).
I won't pretend I know much about modding Disciples so you might be inclined to ask the authors about it ^_^
Never heard of the mod before, do you have a link?
Sorry for late reply. Here you go: Moddb.com
thanks, I found it already; I saw the implementation myself and I will be adding that feature in future versions;
Fixed up some bugs and edited some units for consistency and enhanced flavor. There were a lot of oversights in this version, mainly around the dwarves, but some undead units too.
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Hi
Do you know how to add battlefield graphics?
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Good to all
And this is the link to my mini project of merging and transferring the soundtracks to Disciples 2: Reddit.com ;)