A mod for Disciples 2, Rise of the Elves. It works, and this is the first public version. A test is in order. Feel free to try it out and tell me how much it sucks.
Disciples 2: Rise of the Elves, Lazy Mod 1.0
INSTALLATION:
- Put 'Globals' folder in your Disciples 2: Rise of the Elves directory. Overwrite any files.
OPTIONAL: Replace Disciples.exe in your game's folder with the provided Disciples.exe. This is to fix the accuracy issue with mage heroes in RotE.
OPTIONAL: Replace CCamp.dbf in your Campaign folder with the provided file to allow importing previously-used heroes into default sagas.
No changelog yet, as the list of changes is too numerous to list at once. But it's coming. Sometime this decade, probably.
OVERVIEW:
- Sweeping changes to all 5 faction units, tweaking their power but keeping true to the original flavor. Some of the undesirable and worthless units have been greatly revamped and improved, and all choices/branches/paths for every faction should now be somewhat equally viable.
CAPITAL GUARDIANS:
- Capital Guardians should pose a slightly bigger threat now. They've learned how to ward themselves from mind tricks, and picked up a few tricks of their own.
HEROES:
- Heroes are now truly worthy of their name. No Orc can threaten a warrior hero now, and a scouting hero is more than a match for an Imperial Assassin.
- Damage and health increased for all heroes.
- Warrior and scout heroes now attack twice.
- Rod-Planters now have 3 leadership and have received overhauls to their attacks.
- Attack source for all heroes changed to Life, thanks to their brand new blessed and enchanted weapons. Werewolves are no longer safe from a Duke of Hell who is SO DAMN ANGRY he straight up ignores their immunity.
ARTIFACTS AND TOMES:
- Arcane Knowledge is more desirable now, as Tomes no longer give the hero carrying them a single ward. Instead, they make said hero completely immune to a select source of attack - be it fire, lightning, poison or even steel.
- Almost all artifacts now have two effects. Experiment. Some let heroes deal additional damage, others inflict frostbite or blister or reduce enemy damage! Strange, but Wight's Blade appears to be gone. Someone must've stolen it! Pesky thieves...
THE EMPIRE:
- The Empire now boosts powerful and diverse melee units. Player can choose between elemental damage with Angels and Grand Inquisitors, or high armor, initiative and critical hits with the Paladin branch.
- The Titan has become a formidable support unit, boasting a new Seismic Punch attack and ability to shatter armor.
- The Mages of the Empire have been hitting the gym, and putting on a bit of bulk and muscle. They've toughened up a bit, and the Elementalist has improved his tricks.
- The Empire's healers have always been the backbone of its military force, and now they're better than ever. From a lowly acolyte, to the esteemed hierophant, they've learned to heal twice as often, and now boast great durability.
- The Arch-Angel now heals all allies and removes harmful conditions from them.
MOUNTAIN CLANS
- The Mountain Clans are known for being slow, but durable, surviving the harshest attacks thrown their way only to return the damage tenfold. This theme has been preserved, and some of the outlier units with high initiative have been brought back in inline, receiving buffs to damage or survivability to compensate.
- The underdogs of the Mountain Clans lineup - the Flame Caster, the Yeti, the Tempest Giant and the Elder One - have received a few improvements and performance tune-ups in order to make them a more appealing choice for players over their normal counterparts.
- The Hermit has been brought down a notch, receiving a nerf to initiative and level up requirements, but a buff to his damage output and survivability.
- Dwarven melee fighters have been putting on additional layers of armor and sharpening their axes to preserve the Clans' honor. They now boast greatly increased toughness and damage. Dwarven Kings no longer charge as much gold for their services, either.
- The Dwarven Champion now attacks twice, and lowers his opponents damage with his blows.
UNDEAD HORDES
- Servants of the Deathless Queen are resilient and undying, and their devotion to death, and rotten flesh flesh grant them increased resistance to damage.
- The Zombie branch of the Undead military boasts increased armor, as well as ways to deal with armored enemies. The Templars have learned to move and attack quicker, compensating for their lesser durability and damage. Skeletal Champions now shatter enemy armor, and the power of that ability grows with each level, making them a great candidate for a level-lock if armor is an issue.
- The undead mages no longer deal Death-based damage. Attack source for the Initiates, Warlocks, Necromancers, Liches and Archliches has been changed to Earth. Now undead will no longer be locked in a complete stalemate, when both sides are immune to death and weapon-based damage.
- Vampires and Nosferat now have Drain Life Overflow, healing their allies with stolen health.
- Arch-Liches, in addition to their great durability, now also poison their enemies.
- Undead Dragons have grown larger and bulkier. Their pestilential breath will terrify the enemies, and Dracoliches now can drain levels.
- Praise Mortis! Death and Wight have received increased initiative. Wights now not only drain levels, but also leech health.
- Werewolf's services are cheaper now. He's no longer as overpowered, after all.
- The Banshee's wails have grown to become devastatingly powerful. Now they affect the entire battlefield and deal damage.
LEGIONS OF THE DAMNED
- Bethrezen's fire burns in the veins of the demons and their cultists. Consumed by the same rage as their master, they neglect armor in favor of sheer damage output, and simply regenerate any wounds dealt to them. Higher-level units regenerate faster. Fury, shock, awe, and overwhelming damage is their name of the game.
- Melee fighters of the Legions of the Damned have higher than average health, and highest melee damage. Anti-Paladins have started applying poison to their wicked axes, and Infernal Knights burn all the enemies they cut.
- The giant devils, demons and beasts sport much higher speed and initiative. Nothing so huge should be able to move this fast, and yet.. it does. Moloch's sucking grasp now leeches an enemy's health, a Demon Lord's great axe shatters armor, and Abyssal Devil's hellish blade inflicts critical hits and petrifies. The Beast and the Tiamath now act more quickly, eager to impale their enemies with those thick, throbbing tentacles... oh my.
- Gargoyles. Dead 'ard. Dead killy.
- Fiends are faster and scarier in a fight now.
- The Baroness' terrifying psychic scream now deals damage, in addition to paralyzing those who hear it with fear.
ELVEN ALLIANCE.
A bizzare combination of slow, hard-hitting melee units, and fast, but fragile ranged units. The Elves' bread and butter are their archers, but they have other things as well in their employ. Speed and first strike are the name of the game. Don't get ambushed by an elf, or so the saying goes.
- The Centaurs remain largely unchanged, save for minor stat tweak. Striders are no longer just a speedbump on the way to Savages, and Chargers remain a great budget unit thanks to their massive health and armor. Cheap and filling, just like lembas bread.
- Elven Archers are probably the strongest of all the archers, and with good reason. The Marauder tree is now a very viable, and tempting option thanks to their heightened damage and accuracy, while the elemental archers and Stinger remain just as relevant thanks to their armor-bypassing DoTs.
- Elven spellcasters are the fastest, but also the most frail. They lack health, and somewhat lack damage, but excel in speed.
- Elven healers have also learned to heal twice as often, which should help make up for the elves' incredible fragility. Don't get too cocky, though.
- The Griffin and Skylord now offer a great deal. Two attacks for the price of one! Squishy for a two-space unit, but beware their deadly beaks. And claws.
- The Elven Sage has given up his gardening habits, and learned the ways of the dwarven druids instead. Now every turn he can boost his whole party's damage by 50%, and remove any afflictions from them. What a great guy.
NEUTRAL UNITS.
- Many neutral units and bosses have been changed as well, to make things more interesting. Beware of dragon.