Official Patch 1.3 of Rise of the Mod! A few extra balance tweaks, changes to the elf archer line, two new units (available to be placed in custom scenarios), fixes to all broken maps and a few bug fixes.
Moved around the Marauder model to the Bandit spot, and moved the Bandit and Brigand models down in the tree.
So there were a lot of hiccups with getting this patch version out. First off, my computer decided to update and close all the programs I had running (which included the entire list of changes I had in a Notepad, which didn't save) during the process, so this patch's description is very limited. There are more changes that were made than is listed, but I cannot for the life of me remember what they are. Also, adding new units can be a pain, and it refused to let me add the new Apostate and Footpad units as leader types without making them invisible on the world map. Grr.
This patch also has a new folder in the zip file. The folder MapsExports contains all the maps that conflict with my mod. Simply replace the maps in your Exports folder with the maps in the MapsExports folder, and they will run without issue. There are also a few new maps in there that I've made, have fun with those ;).
It is also important to replace the Scens folder with the Scens folder in the zip file, as this will fix all issues with the campaign maps. Make sure to do this so you don't get the freeze bug after certain missions.
And of course, to install the mod itself, simply replace the Globals folder in your Disciples 2: Rise of the Elves directory with the Globals folder in the zip file.
Don't forget to backup your original files!