A modification for Disciples 2: Rise of the Elves. FEATURES: - Fixed accuracy for mage leaders, reverting the change made by the Strategy First for Rise of the Elves expansion. Previously, mage heroes had 'forced misses' that would occur even at effective accuracy of 100% or greater. - New skills for every leader! Power attack reduces accuracy but increases damage, Vampirism allows the hero to steal enemy health, and more! - Complete overhaul of all faction units and many neutral units. From the lowest goblins to the mightiest Abyssal Devils. Many of the previously underused and undesirable units have been revamped and changed to serve as competitive choices for every faction. - Complete overhaul of all Artifacts, Boots and Tomes. Many artifacts now have additional properties, such as extra attacks, or minor effects. - Complete overhaul of heroes! Rod Planters are now fully fledged leaders in their own right, with powerful and useful abilities.

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Disciples 2 Lazy Mod 1.05

Disciples 2 Lazy Mod 1.05

Full Version 19 comments

- VERSION 1.05 RELEASE Gallean's Back, Baby. Converts the expansion sagas from Guardians of Light and Servants of the Dark into custom sagas compatible...

Disciples 2 Lazy Mod 1.04.01

Disciples 2 Lazy Mod 1.04.01

Full Version 13 comments

New release! This one features magic changes, unit levelup/dynamic upgrade changes, and finally - changes to orbs and talismans that should make these...

Disciples 2 Lazy Mod 1.03

Disciples 2 Lazy Mod 1.03

Full Version

Crashfix release. This release fixes crashes caused by leaders that are too high level (movement point overflow) as well as leaders getting too many skills...

Disciples 2 Lazy Mod 1.02.1 (Banners, Colored Text, AI changes)

Disciples 2 Lazy Mod 1.02.1 (Banners, Colored Text, AI changes)

Full Version 1 comment

Minor release! Fixes a few little bugs here and there and introduces some more experimental AI changes that hopefully will make the enemy AI even more...

Disciples 2 Lazy Mod 1.02

Disciples 2 Lazy Mod 1.02

Full Version

More changes! This revision is more focused on carefully adjusting the balance between different heroes and factions as well as adding a few more new...

Disciples 2 Lazy Mod 1.01

Disciples 2 Lazy Mod 1.01

Full Version

This release adds a bunch of new skills (Vampirism, Power Attack, Mind Ward, etc) for the leaders to take. It also makes more changes to the units and...

Comments  (0 - 10 of 12)
sebi.costa
sebi.costa

Why was the griffin and skylord removed ?

I do feel like I lost something with the mod, simply because I can summon ents (the replacement).

Can the griffin and skylord replace the ents as summons ?
That way griffin lovers still have the option to see the unit in game under some form.

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Guest
Guest

Hello ! First of all, thanks a lot for this mod.
I do have a little problem though. I got the "can't initialize disciples 2" bug, although I've installed the DisciplesGL wrapper (version 1.89).

Should I revert to a previous version of the wrapper?

I'm using a Steam version of Disciples 2 Rote by the way.

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Guest
Guest

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Guest
Guest

Is this mod complete/dead?

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Lazybuttons Creator
Lazybuttons

Hello there. It's complete and playable. There may be future updates if I get any good ideas or suggestions on what can be improved. There hasn't been much in the way of continuous development due to covid-related issues.

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Guest
Guest

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Guest
Guest

Really nice work. I like especially new heroes skills.
For me issue is in divine damage source. In my opinion divine source should be reserved only for healers and city guardians as for ultimate and most powerfull units in the game. I can eventually understand and buy explanaition for heroes- "blessed steel" but i dont buy giving divine damages to units. If there are some kind of reason for angels to have it(divine character and origin of this creature)for sure giving divine source of attack to overlord is completely misunderstanding. This is infernal unit, from enemy camp and right now with divine damages and two tmes attack in one turn is completely overpowered.
Back to the angels- since ALL heroes do divine damages choosing angels is pointless.
Last one thing- according to your last patch notes, shouldn't grand inquisitors have elemental source of attack? Right now they attack with weapon.

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Lazybuttons Creator
Lazybuttons

Thanks for the feedback, I really appreciate it.

I understand that giving the Divine(Life) damage source to so many units is an incredibly huge, sweeping change and may not be to everyone's taste. It certainly upsets the balance a great deal, and requires the player to work hard in order to counter certain new units.

Regarding changing the source for the hero damage - yes, it's certainly a huge jump in power - heroes in this mod are very powerful, easily equal to or stronger than a tier 4-5 unit, and that's very intentional. Unresistable damage, greater effective health and new, powerful special abilities in my opinion add both a new challenge, and a bit of extra fun.

If it was possible, I would've made it so that the hero's attack type would be changeable through a level-up skill - with the ability to pick an alternate attack source as a sort of upgrade. Unfortunately, the game's engine doesn't allow that sort of stuff, so I went with Life/Divine as their main damage source, and I understand how overpowered it can feel at times.

As for giving the Life source to Overlord - you may be right, and this change may be addressed in the new patch. Along with some other new additions: a few changes and improvements to summons, summoner units, and a potential enhancement of talismans and orbs: it would be nice to give them a new life.

From a balance standpoint, the Overlord had the divine damage source to give people a reason to pick it over the Abyssal Devil. the Abyssal Devil's powerful petrification attack, in my opinion, is very strong, and thus the Overlord needed something just as strong to balance it out.

Thanks for the feedback, and have a nice day!

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Guest
Guest

Last year I made some units changes for my own use. I wanted to make a better balance among some units from my point of view. For example I changed angel's attack source to air and type of his attack so that he could attack any single target on the battlefield, like shooters do. It worked quite fine especially again hostile mages- non of them could feel safe when angel was present in batlle. As for Overlord I think that double attack with so high damages(300)and additional blister effect is more than enough for him to be worthy alternative choice to Abyssal Devil, especially that petrification can be nullified by earth ward or immunity. That is why i think typical weapon source would be enough. If I may have one more suggestion: inquisitor line needs either bigger damages/ other damages sources or additional attack effect, because changing only their initiative is not enough to pick them over paladin's line which also have this value over 60.

Once again, great work with dozens of new fresh ideas, I really appreciate it. Your mod is with polish Harbinger of Darkness most interesting mods for Disciples game.
Good luck in your work, I am waiting for next patch.
Bye:)

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Lazybuttons Creator
Lazybuttons

Making Angels a ranged unit would certainly make for an interesting change, but I'm not sure I'm ready to go that far, yet. Perhaps with a bit of testing.

Well, Inquisitors have an immunity to Mind, and a comparatively low cost, as well as quicker level-ups, compared to the Paladin line. They're meant to be a cheap alternative, just like Angels. The Paladins are supposed to be a more attractive choice, even if it costs more to get to the last upgrade. An additional attack effect might be an interesting thing to play with, of course.

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