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.
New release! This one features magic changes, unit levelup/dynamic upgrade changes, and finally - changes to orbs and talismans that should make these skills far more potent and valuable! (Fixed: critical hit attacks on some units)
I want you to know you are doing gods work lol, I love this game but it got very stale to me for the reasons you outlined in your description.
So here's my review:
Good:
-Decent balance, mages are really really powerful, but otherwise good.
-Made Talisman's actually good.
-Bug fixes and general improvements
Bad:
-The beast/Tiamat class is kinda useless comepared to the other line in the legions path.
-HP sometimes doesn't scale meaning some have less or more health than they are supposed to have.
-Scrolls still suck
otherwise an 9/10 mod one of my favorites!
I would like to know or get lessons from you on how to mod files and this games code, if you can message me on gmail ms625896@gmail.com
Greetings dear creator of this mod. I am the person whose life means one word" Vampire" for me Vampires are the ultimate power=Darkness itself=Blood magic=Necromancy and so much more.
I love the changes you have made in the game, Love Nosferatu has the over flow powers, love the fact that Elder vampires need 2000 xp to level up and during each level up their damage is increased by 20 instead of tiny and insignificant 6. I love, do love my vampires now more than even thanks a lot I do meant it.
Another great change is that now we can fight with the most powerful unites in the game, enemies can bring their most powerful units as well and the fights are truly epic in the original game players advances but the enemies remain the same with very weak parties.
Please note that for people like me more powerful vampires means everything I personally don't care about the balance at all when I play with Nosferatu and elder vampires.
?! And the autor should change vampires because you want that?
There are players who want angels to be the ultimate holy warriors and bane of abominations like your undead vampires- they dont care about ballance; fans of demons wants devils to be the greatest units. Ballance is needed. None of units should be overpowered.
I don't remember I have asked something from you, and yes I and my vampires are the darkness itself.
I have played the game Saga with this mod and I have a little compliment, the mod is great of this there is no doubt however again it is the same bitter discussion. I can understand that Arch-Liches can be more powerful than normal vampires but never they can be more powerful than Elder Vampires.
After Level 12 or 13 Elders gain only 9 damage boost while Arch Liches gain 26! which includes 13 to their normal damage and another 13 to their poison damage and with a help of banner for the leader they can literally reach 300 further more with their source being earth/death now they can damage vampires and Elder vampires while Elders Vampires cannot damage Liches and Arch-Liches.
The fact that Nosferatu can handle capital guardians alone and dragons too,shows that Vampires are the monarchs of the undead, they are the ultimate undead, at least for me, would you mind doing something about this?
I agree, an Archlich should not even have earth damage to begin with, they should not be stronger than a nosferatu, only equal at best
If you like vampires then you must have played vampire masquerade with clan quest mod.
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When installing I get an error saying shw32.dll not found, and it closes, I am on windows 10, trying to install to my GOG copy of Disciples 2: Rise of the Elves
- I'm sorry I haven't been replying to any comments in this branch of the mod. ModDB UI is a bit wonky, and I guess I didn't know how to handle it, so I didn't get any updates or comments about people posting about my mod. It means a lot to me to see that people actually download and play it, and I'll make sure to take all of those suggestions into account for future releases, once I get back to modding Disciples 2.
- Thanks for bringing to my attention the issue of the Empire being extremely underpowered in the low-level missions. I noticed that issue myself, especially when playing on maximum difficulty. It's true, the Empire units are a little too weak early on! I had to abuse thieves, magic and even potions, just to squeak by. I'll make sure to think about some way to fix that.
- 'When installing I get an error saying shw32.dll not found, and it closes, I am on windows 10, trying to install to my GOG copy of Disciples 2: Rise of the Elves '
Does your game run normally without the mod being installed? It should work on GOG copy just fine in any case. Someone else had a similar issue, and it turned out their whole game installation was just weird. Do you have the Disciples 2 GL Wrapper installed? It's a very useful, almost essential patch for Disciples 2 that makes it run more smoothly on modern systems.
Shw32.dll should come with the base game. If it's not in your game's directory, then something did not install correctly in your Disciples2 install.
Hi,
i really enjoy playing your mod, for me is a masterpiece, you have great sense of balance, therefore i wish it is a way to make it works with Galleans return campaign. Is it within your ambitions?
If you mean the Add-On Sagas, such as Guardians of the Light and Servants of the Dark, then yes. There is a way. However they would only work as Custom Sagas, due to the limitations of the game's .exe file and my own modding skills ;)
Thanks for the idea!