INSTALLATION Just drop the contents in your D2 data folder (the Globals folder should merge with your existing Globals folder) and overwrite everything...
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).
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
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)
I hate legal mumbo-jumbo so from this point, if anyone wants to do whatever with this, it's fine by me.
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,
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