INTRODUCTION

After a lot of research and personal experience, I found Disciples 2 to be a decently balanced game, with some minor exceptions.
However, the game is made less fun by dragging on in late-game skirmishes, some similar unit stats and roles across races, obvious branch choices and under-picked weak units/leaders that are otherwise interesting.

The aim of this mod is to fix most of the above, while keeping the overall feel of the game.
You can find the complete list of changes below. Some may seem unorthodox, unbalanced or unneeded, but please go through the whole list before posting feedback (I assure you there is a method to the madness).

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COMPATIBILITY

This mod has been tested on Windows with the GoG and Steam releases of Disciples II: Dark Prophecy / Gallean's Return with the latest versions, but should work with any release and with any version.

Does NOT work with Rise of the Elves - your game will CTD.

It is compatible with any mod that does not change the following files:
Gattacks.dbf ; GDynUpgr.DBF ; GItem.DBF ; GmodifL.dbf ; Gspells.dbf ; Gunits.dbf

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COMPLETE LIST OF CHANGES

All killed main race units, including Air Elemental and Spirit of Fenrir, offer 150% XP on kill, rounded in increments of 5, with the below exceptions:
Werewolf and Nosferat offer 200% XP and the capital guardians offer the max possible XP (initially 8000; now offer 9999)

All Leaders, except Rod Planters and Thieves, cost 400g instead of 500g
All Fighter Leaders get 15 armor.
All Mage leaders get 75% chance to hit
All Rod Planters get 2 leadership instead of 1, so they can now lead a 2-slot creature from the start
All Scouting leaders have their Chance to Hit increased to 85%, except Nosferat.

Legion Leaders (except Thief) have 10% health regeneration (instead of the standard 5%)
Dwarf Champion attack changed to match that of a Novice
Baroness Fear chance to hit reduced to 45%
Nosferat damage increased to 30, but chance to hit lowered to 40%

Knight and Imperial Knight HP is lowered to equal that of Witch-Hunter and Inquisitor, respectively, but they get 10 armor in return
Angel source changed to Mind and damage reduced to 100
Holy Avenger accuracy reduced to 70%, damage increased to 90
Grand Inquisitor XP to get to next level increased to 950
Titan gets 15 armor
Elementalist now has 70 intiative
Elementalist's Air Elemental has 50 damage and 50 initiative
Cleric now also has a Cure secondary attack, like the Matriarch

Druidess and Archdruidess boosts no longer last the whole combat, just one round
Dwarf King initiative increased to 35
Hermit XP to level up increased to 1275
Wolf Lord's Spirit of Fenrir initiative increased to 65 and damage to 100

Berzerker gets 10% health regen and Anti-Paladin has 15% (Infernal Knight keeps his 20%)
Incubus attack changed to a single target, but attacks twice and XP to next level increased to 1400
Witch, Hag and Succubus chance to hit is changed to 60%, 75% and 55% respectively
Doppelganger XP to next level increased to 600
Overlord damage increases to 190 and initiative to 50
Gargoyle line source changed to Earth

Drain Life and Drain Life Overflow attack source changed to Earth
Increased Wraith purchase price to 660 gold (when found in Mercenary camps)
Death now nerfed to 40 initiative, main damage to 80 and XP to next level increased to 1150
Wight has their initiative upped to 60 and Xp to next level increased to 1150
Templar and Dark Lord get 5 and 10 armor, respectively
Ghost chance to hit lowered to 55%
Werewolf purchase price lowered to 500 gold and revive to 400 gold
Wyvern, Doomdrake and Deathdragon get -10 dmg (now 15, 30 and 45) and Poison like Dreadwyrm

Kraken damage reduced to 70, but now has an area attack (someone had to do it)

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LEGAL RIGHTS

I hate legal mumbo-jumbo so from this point, if anyone wants to do whatever with this, it's fine by me.

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FINAL NOTES

There are a few other things I would have changed but I was not able - info on D2 modding is scarce, outdated and mostly in Russian, which I don't speak.
That's why I encourage potential modders, that are most likely more tech-savvy than I, to have a go at it.

Also, if i feel like putting my head in a wood chipper for a second time, I might make this mod for Rise of the Elves as well at some point, but don't hold your breath.

Have a good one,
stf911

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D2 Nevendaar Rebalanced 1.0

D2 Nevendaar Rebalanced 1.0

Full Version 3 comments

INSTALLATION Just drop the contents in your D2 data folder (the Globals folder should merge with your existing Globals folder) and overwrite everything...

Post comment Comments  (0 - 10 of 21)
Hemaka
Hemaka - - 5 comments

If anyone is interested I'm going to expand this mod in the coming weeks with tweaks of my own. As stated in the description, author doesn't mind someone continuing his work.

If you want to provide any feedback or ideas, feel free to reply here or on Steam or GOG forums:
Steamcommunity.com
Gog.com

Edit: mod has been released: Moddb.com

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Guest
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zeratul589
zeratul589 - - 2 comments

Hello, I wanted to ask you a favor; you seen, I've been using this other mod called Rise of the mod, which has features that I really like, but some others that I find really unnecessary, I tried to contact the creator but he doesnt respond. I cant find any guide on how to mod this game, so I wanted you to teach me how to, or, if you could make this changes that I want to implement in the mod for me. Thanks for your attention.

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MikeHoldage
MikeHoldage - - 2 comments

Same here.. I can seem to find any info on how to begin to mod this game. If you come across any luck, let me know. Thanks

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ansicgolan
ansicgolan - - 3 comments

(I am looking at those changes in context of Rise of The Elves)!
(the purpose of this post is only to exchange the experience)

-=[ Interesting changes ]=-
1. decreasing the costs for leaders
2. Kraken (really nice one!)

-=[ Strange changes ]=-
a. "All Fighter Leaders get 15 armor."
[this is to strong] I have only thought about exchanging Elves leader from Elf to the second lvl armoured centaur with a statline, increasing armour for all will stack with +20% armour bonus at next level giving in result 35% + yellow potion means 45% of native armour without any artifacts! Personally I think that such a change would be valid only at small maps.
b. "Werewolf purchase price lowered to 500 gold and revive to 400 gold"
[this is way too strong], at the beginning, personally I have changed the dmg to 60 AND increased cost from 1000 to 1500 gold. Such a change means that Werewolves are introduced to the map in mid/late stages, or after some agreements about the initial gold values from hot seat player. Anyway, balance can be brought also by map editing.
c. "Drain Life and Drain Life Overflow attack source changed to Earth"
[] what is a purpose of that change? See, Hordes have its one weakness with attack source, which require the use of Lich Queen to provide variety of sources.
Personally I think that better idea is to add a Fly ability to the Lich Queen and change Vampire to act as a 100dmg archer with Death source and initiative increased. That also means that Lich units are more valuable within that change, as also other choices.

-=[ questions ]=-
I know you have written that you spend much time over a balance, but personally I would ask you:
i. DL: Have experimented with double attack for fighter?
ii. Undead Hordes: changing zombie tree to be a meat (increased HP, decreased dmg and initiative)
iii. Imperium: Just changing attack source for Angel to Life. Possibly changing: Holy Avenger to have same life and armour as Defender of Faith.
iv. Dwarves: leave as is
v. Exchanging warrior hero only

And a link for somebody blaming about Russian language:
Seek-destroy.octopis.com

:)

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stf911 Creator
stf911 - - 18 comments

Hey there,

Thanks for taking the time to provide a well-structured feedback!

Now, it's been a while so my opinion on what constitutes a good change has shifted back and fourth a few times since I made this mod. I'll try to comment on your notes and hopefully answer some of your questions.

(the purpose of this post is only to exchange the experience)

-=[ Interesting changes ]=-
1. decreasing the costs for leaders
Yup. This, alongside the faster experience gain, was my attempt to encourage multiple main/backup leaders since I never liked the "all eggs in one basket" approach.

2. Kraken (really nice one!)
Thanks! Even though, I do miss the close Kraken vs Leviathan duels :P

-=[ Strange changes ]=-
a. "All Fighter Leaders get 15 armor."
Scouting leaders move a lot, can strike on the back line and usually attack first. Mage leaders can attack all 6 enemy slots, which synergizes very well with static damage increase and "on hit" effects from artifacts and stuff. Warrior leaders just get a little more health and damage? I firmly believe 15 armor won't change the fact that they are decent early-game and suck late-game (but the extra armor might make them a more obvious choice on fast maps). Also, I didn't quite get your comment here, but I assume you were saying that as an example, since there is no playable Elven faction in Dark Prophecy.

b. "Werewolf purchase price lowered to 500 gold and revive to 400 gold"
Well, Undead can also get the Wraith creature line in mid-game and the Damage Ward spell in late game (if playing a mage warlord) so I thought I'd squeeze in Werewolves as a pricey (but not debilitating) early-game weapon resistance option. Werewolves are also arguably the weakest weapon resistance option of the 3 (one-trick-ponies, only good for creeping) so I think the cost-benefit evens out.

c. "Drain Life and Drain Life Overflow attack source changed to Earth"
The reason is "fun", which is the same reason that I gave other races new damage sources to branching units (somewhat keeping the balance while adding more options for each faction)

-=[ questions ]=-
i. DL: Have experimented with double attack for fighter?
Not only that, I had been thinking of making leaders from different factions less copy-pasted. Good suggestion.

ii. Undead Hordes: changing zombie tree to be a meat (increased HP, decreased dmg and initiative)
I mostly spent my time on the Templar line, since the Zombie line was already more attractive to use. I think the idea sounds cool, but slow-and-sturdy is more of a Clans thing... I'll have to mull it over, but it might be one of those changes that are very subjective.

iii. Imperium: Just changing attack source for Angel to Life. Possibly changing: Holy Avenger to have same life and armor as Defender of Faith.
I tried giving the Angel Life damage source, until I realized that I created an unblockable army of Angels - not good design.
The HA is more of a reckless attacker, where the DoF is more of a resilient tank - making them more similar in stats for balance's sake would just blur the lines a little too much for my liking.

v. Exchanging warrior hero only
What do you mean by exchange?

As a final note, the point of my mod is not really to make the game more balanced - the developers did a pretty good job at that, barring a few oversights. The point is to make it more fun, by making it more fast pased and making different units viable in different situations, while keeping said balance (I got so tired of always ending up with 1 Lich Queen + 5 Deaths...).

Thanks a lot for the on-point feedback and some really good suggestions! If you still play this mod, I'd love to hear more from you.

Cheers

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Emperawr
Emperawr - - 1 comments

Is there any community for people that actually play this game?

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Farin_Frostgeir
Farin_Frostgeir - - 184 comments

Only on these Russian-language sites:
Nevendaar.com
Alldisciples.ru

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