How to install: 1.Unpack "Hiraos_Good_Old_Days_mod_main_v1.5.4.zip". 2.Put "Hiraos_Mod_main_part1.vdpack" into "\My Documents\My Games\Disciples Reincarnation\Mods". 3.Unpack "Hiraos_Mod_main_part2.zip" into the game folder. 4.Run the game and go to "Options" menu, then select "Expansions" tab. 5.Check "Good_Old_Days_mod(main)" and press "OK". 6.Restart the game.
change log:
v1.5.4 -Jun.14th.2023
1.All heroes: +4 points to initial attributes.
2.Removed Rune Mana resource.
3.Tweaked the mana cost of high tier spells and the rewards of all ruins.
4.Increased the stone cost of all runes.
5.Flame&Inferno(rods): replaced the "Transformation" skill with "Agony"(critical damage causes the enemy to flee).
6.Marble Gargoyle&Onyx Gargoyle: increased physical resistance.
7.Black Naga: restored the "Double Strike" skill.
8.Phantom Warrior: casting range of the "Teleportation" skill 12->4.
9.The "Escape" effect caused by "Primal Fear"&"Agony" can be dispelled now.
10."Repelling Strike": now has 3 charges.
v1.4.7 -Jun.4th.2023
1.More balanced thief hero:
-slightly decreased the price.
-reduced the damage of "Diversion".
-restored the "Thievery" skill. A thief can steal only one item from the store.
2.Better economy:
-lowered the income from quarries and mana sources.
-reduced the stone cost of all buildings by 20%-40%.
-lowered the price of most items: tier-1 gear 2300->1600, tier-2 gear 6000->4000, tier-3 gear 10000->7200, tier-2 potion 1000->800, tier-4 potion 10000->6000.
3.Changes of units:
-Dryad: attack zone 5->3, increased damage.
-Channeler: level 5->7, +1 Strength and Endurance, +100 building cost.
-Doppelganger: level 13->15, +1 Dexterity and Agility, +200 building cost.
-Theurgist: level 14->16, +1 Dexterity and Agility, restored attack zone, +200 building cost.
-Inquisitor: level 17->15, -1 Strength and Speed, -200 building cost.
-Werewolf(Undead Hordes): level 18->16, -1 Endurance and Dexterity.
-Darklord: level 19->18, -1 Endurance, -100 building cost.
-Angel, Wight, Reaper(Undead Hordes): level 25->24, -1 Strength, -150 building cost.
-all rods: -2 Leadership, attack range 10->4; tier 2&3 rods: -1 level, -1 Strength.
4.Changes of skills:
-"Dark Ritual", "Energy Shield", "Squall", "Favoring Wind", "Strength Leech": will not end turn.
-"Summon Elemental"(Elementalist): +1 charge.
-Restored the skills of goblins. Peasants received "Cowardice" skill instead.
-"Dragon Power": new icon.
v1.4.2 -Apr.1st.2022
1.Disciples 2 style thieves are back(inspired by wabbit's Tribute mod):
-0 leadership
-capped at initial level (level 5)
-own all nasty skills from the beginning
-A thief will never be allowed in any store if is caught stealing
2.Updated several skill icons.
3."Whirlwind", "Lightning Bolt", and "Fireball" should no longer be wrongly classified as debuffs.
4.The effect "Bleeding": increased damage(65% power->90% power), duration 3->2.
5.Fixed the descriptions of "Static Charge" and "Black Soul".
v1.3.4 -Mar.29th.2022
1.Revisited and buffed most elven units:
-Watchman:
"Blinding Dust" now stacks
new upgrade "Sense Weakness": additionally +1 Accuracy for every point in Dexterity
-Stinger:
attack range 4->5
new skill "Rapid Shot": increases Initiative by 50% but decreases Accuracy by 50% in the current and next round
removed the skill "Steady Pull"
new upgrade "First Aid": +20% Over-land regeneration
-Sentry:
"Frostbite" now is triggered by dealing damage instead of critical damage
-Warden:
new skill "Fiery Pursuit": +30% damage and Accuracy for 2 turns after missing a shot
-Theurgist:
attack zone 5->3
"Rust" now stacks & duration 3->2
-Night Dancer:
new upgrade "Perception": additionally +1 Evasion for every point in Agility
-Forest Guardian:
new upgrade "Arrow Shower": deals piercing damage to all enemies
new upgrade "Bounty Hunter": +30 gold when slaying a squad(inspired by Bethowen's New Era mod)
removed "Fury of the Skies" and "Inspiration"
2.Other changes:
-Warrior Priestess:
new upgrade "Prayer": target unit regains 25% of its maximum Health
removed the upgrade "Battle Cry"
-Archmage:
replaced the upgrade "Invulnerability" with "Energy Shield"
-Lich Queen(hero):
replaced the upgrade "Energy Shield" with "Invulnerability"
-Imperial Guardian:
the skill "Regeneration" regains 50->75 points of Health
-Guardian of Light & Myzrael:
the skill "Regeneration" regains 50->100 points of Health
-Prophetess, Naga:
new upgrade "Perception"
-Ashkael:
replaced the skill "Invulnerability" with "Burn the Corruption"
-Fiend, Cyclops:
new upgrade "Sense Weakness"
-Goblin Cook:
new upgrade "First Aid"
-Undiguillash:
attack zone 5->7
new skill "Tidal Wave": applies curse "Chilled" for 2 turns and dispels all debuffs from the caster when dealing critical damage. "Chilled": -1 combat movement & -25% Accuracy
new skill "Siren Song": all enemies are paralyzed & -25% Evasion for 1 turn
removed "Frostbite" and "Inspiration"
-Sea Serpent:
new skill "Tidal Wave"
v1.2.7 -Mar.24th.2022
I. Fixes:
1.Fixed more script errors.
2.Fixed empty merchant stock on new maps from Disciples III Renaissance.
II. Other changes:
1.Forest Giant: interception 1->2
2.wolves, Hellhound: combat movement 2->3
3.Dracolich: attack zone 5->7
4.werewolves and vampires: +30% over-land regeneration at night
5.Wight: the skill "Abyssal Rift" was renamed to "Nether Gate"
6.Reaper(Undead Hordes):
new skill "Final Destination": the enemy will instantly fall dead in 3 turns if Reaper's attack misses
removed the skill "Death's Touch"
7.Dreadwyrm: "Miasma" now stacks & the damage was reduced
8.Modeus:
new skill "Destruction": applies curse "Doom" for 1 turn when dealing critical damage. "Doom": deals 6666 fire damage to the target when its health drops to 20%
removed the skill "Black Projectile"
9.Unicorn:
combat movement 2->3
new skill "Aura of Purity": dispels all debuffs from neighboring allies when receiving negative effects
10.Titan:
gold 4780[*0.9]->4300
interception 1->2
11.Goblin:
new skill "Cowardice": will try to flee if its health drops to 30%
removed the skill "Whirlwind"
12.Goblin Archer:
new skill "Cowardice"
removed the skill "Night Hunter"
13.Goblin Slinger:
new skill "Cowardice"
removed the skill "Night Hunter"
14.Air Elemental:
attack range 3->4
increased the damage of "Lightning Shield"
new skill "Static Field": reduces target's initiative by 20% for 1 turn when dealing damage
15.Leviathan:
interception 1->2
new skill "Primal Fear": critical damage causes the enemy to flee
removed the skill "Crippling Strike"
16.Troll:
interception 1->2
new skill "Fast Regeneration": restores 10% of maximum health each turn
17.Kraken:
new skill "Fast Regeneration"
18.Black Dragon:
new skill "Dragon Power": the enemy will try to flee if its attack misses
19.Izerel:
attack zone 5->7
increased damage and weapon resistance
new skill "Celestial Shroud": when receiving negative effects, dispels them immediately
new skill "Creator's Judgment": deals 9999 damage to a singe target. can be used only once
20.Reworked the skill "Invulnerability": the target is immune to weapons for 2 turns
21."Essence of Keenness" potion: experience gained +30%->+50%
v1.1.4 -Mar.16th.2022
I. Fixes:
1.Fixed 100+ script errors, mostly wrong reference address of texture/scene/sound files.
2.Corrected the description of "Distracting Move".
3.Fixed Hierophant's "Resurrection" skill.
II. Balance changes:
Overall
1.Increased the energy cost of all summoning runes.
2.The thief hero will suffer 100 crushing damage if is caught stealing.(inspired by Larkin's balance mod)
3.Imps should no longer be further polymorphed.
4.Revisited the resistance of more units.
Elves
1.Forest Elf: gold 270[*0.9]->240
2.Restored Warden's "Fire Arrow" skill. Archon got "Autumn" skill and the "Withering" effect now stacks.
Legion
1.Fiend: gold 1570[*0.9]->1410
2.Beast: now deals crushing damage
3."Vengeful Malice"(Tiamath): accuracy +50%->+25%
4."Petrify"(Incubus, Abyssal Devil): now increases earth/piercing/slashing resistance by 25%
Undead
1.Werewolf: gold 2170[*1.33]->2890
2."Embodiment of Torment"(Skeleton Champion, Phantom Warrior): duration infinite->2
3."Epidemic"(rods): lowered the damage and now reduces death resistance by 25%
Neutral
1.Black Naga: "Petrify" will be activated by dealing critical damage
v1.0 -Mar.4th.2022
I. Fixes based on Nayred's Corrections mod and Larkin's bugfix mod:
1.Fixed Ranger's upgrade "Hunter's Skill".
2.Fixed Black Naga's area attack and adjusted the damage.
3.Restored Earth Elemental/Lich Queen's missing skills.
4.Nosferatu(neutral) makes its own voice instead of Necromancer's now.
5.Restored missing FX when summoning units.
6.Snow Wolf properly spawns in Old Dungeon now.
7.The "Lightning Shield" debuff will be cleared after combat now.
8.Fixed the ambient in Damp Grotto.
9.Flame(level 2 rod) should no longer strike twice.
10.Removed the interception point of Ripper.
11.Fixed a bug that successful "Thievery" can be performed only once per thief hero per game. Also restored the description of the skill on the "Permanent Effect" interface.
II. Other fixes:
1.Added 08.bik, which was missing from the tutorial videos.(this file still existed back when Reincarnation began its closed test)
2.Fixed Channeler's skill tree. The 12th upgrade was missing.
3.Fixed mismatched resistance hint and added missing attack range hint on the inventory interface.
4.Fixed the enemy type in Dark Stronghold/Abandoned Graveyard/Refuge/Elven Portal.
5.Restored missing stat points for Elementalist(4 points) and Demon Lord(3 points).
6.Restored a few missing texture/model files.
III. Balance changes:
i Overall:
1.Dexterity now modifies the initiative of warrior and mage heroes.
2.Units summoned by runes on the battlefield now last for infinite turns and deal only half damage.(inspired by wshhhh's Disciple Reincarnation Tactics mod)
3.Tweaked the random number and types of power nodes on the battlefield.(based on Larkin's battlemap mod)
ii Modification of Stat Points:
1.two leadership shooter/mage(including boss):
health_vit_mod 45->50
health_str_mod 23->25
Gargoyle, Marble Gargoyle, Onyx Gargoyle, Dracolich -1 endurance +1 dexterity
2.two leadership fighter:
health_vit_mod 75->80
health_str_mod 38->40
3.two leadership rogue:
health_vit_mod 60->65
health_str_mod 30->33
4.one leadership & single target mage(including healer):
damage_str_mod 13->12
5.one leadership & single target fighter:
damage_str_mod 12->11
damage_agi_mod 8->7
6.two leadership & single target fighter:
damage_str_mod 18->16
damage_agi_mod 12->11
7.two leadership & 3 hexes aoe fighter:
damage_agi_mod 6->5
8.fighter hero:
damage_agi_mod 6->5
iii Attack Source
1.Empire:
Archmage fire->air (casting/spell fx restored)
Mage water->air (casting/spell fx restored)
Marksman fire->piercing (casting fx removed)
2.Elves:
Dryad death->earth (casting/spell fx restored)
Warden death->fire (casting fx restored)
Channeler death->air (spell fx restored)
Archon water->air (spell fx restored)
3.Legion:
Archchancellor earth->fire (casting/spell fx restored)
4.Undead:
Lich Queen(hero) air->death (casting/spell fx restored)
Lich air->death
Archlich air->death
Wyvern air->earth (casting/spell fx restored)
Doomdrake air->earth (casting/spell fx restored)
Dracolich air->death
Dreadwyrm death->earth
5.Neutrals:
Bone Dragon earth->death
Red Dragon death->earth
Merman piercing->water
iv Spells
1.Empire:
Angelic Chorus: no longer -fire resistance, -20% damage -> -25% damage
2.Elves:
Cruel Thorns: -death resistance -> -earth resistance
Breath of Nevendaar: -earth resistance->-air resistance
3.Undead:
Touch of Mortis: -air resistance->-earth resistance
v Uniqueness of certain Units
1.All mage heroes: initial energy 40->60, energy bonus of "Ancient Knowledge" +20->+30
2.All winged & mounted heroes: initial over-land movement points 12->15
All winged heroes: over-land movement points bonus of "Pathfinder" +2->+3
Hellhound, Unicorn, Nightmare: over-land movement points 12->15
Eternal Guardian, Golem: over-land movement points 12->8
3.All heroes except undead/thieves/Forest Guardian: scouting range 8->4 at night(inspired by wabbit's Tribute mod)
Hellhound, Beliarch, Avenger, Unicorn: scouting range 8->4 at night
All level 2 rods: scouting range 12->8
All level 3 rods: scouting range 14->8
4.All undead(except those who are considered to be still living): 0% initial over-land regeneration
full list: story_amina, story_salaar, neutrals_death, neutrals_lichqueen, neutrals_dragonbone, neutrals_necromancer, neutrals_zombie, undead_Wraith, undead_Wight, undead_Death, undead_Ghost, undead_Specter, undead_Shade, undead_Lich, undead_ArchLich, undead_Fighter, undead_Zombie, undead_Necromancer, undead_Skeleton, undead_SkeletonWarrior, undead_SkeletonChampion, undead_PhantomWarrior, undead_Deathdragon, undead_Dracolich, undead_Dreadwyrm, undead_tanatos, undead_Nightmare, undead_leader-deathknight, undead_leader-lichqueen
All vampires: 0% initial over-land regeneration in the daytime
Ent, Eternal Guardian, all healers and elven rods: +10% over-land regeneration
Troll, Kraken: +30% over-land regeneration
vi Revisited the Resistance of most Units
1.All undead(except those who are considered to be still living): 75% initial death resistance
2.All bones: 25% initial piercing resistance, -25% initial crushing resistance
3.All wolves: -25% piercing resistance
4.All goblins except goblin shaman: -25% mind resistance
5.All healers: 25% initial death resistance
6.All water beasts: 50% initial water resistance, -25% initial air resistance
7.All plants: 25% initial earth resistance, -25% initial fire resistance
7.All demons: +0-50% fire resistance based on the type/level/lore of different units
8.Izerel: +25%->+50% air resistance, removed earth resistance
etc
vii Skills and Effects
"Summon Elemental"(all elven rods): now summons Earth Elemental instead of Air Elemental.
viii Items
"Boots of the Messenger": item level 5->1
"Boots of the Merchant": item level 5->2
"Amarlog": item level 5->3
IV. Texts:
1.polymorphed "Imp"->"Imp(polymorphed)"
2."Fighter"->"Deadman"
3."Marauder"->"Night Dancer"
4."Leviathan"->"Kraken"
5."Kraken"->"Leviathan"
6."Merman"->"Triton"
7."Rift"(level 1 rod)->"Spark"
Did anyone try this? How good is it?
welcome to have a try.
hi, are this mod work on champaign mode ?
Yes.